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		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13822</id>
		<title>Suggestions:Game mechanics</title>
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		<updated>2007-04-22T11:50:24Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Trader Shipments */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== 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;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&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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===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;
&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;
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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;
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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;
&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;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&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;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===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;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&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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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&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;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
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As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
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Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
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Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
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As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
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suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13821</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13821"/>
		<updated>2007-04-22T11:38:05Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the chaos that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break.&lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary; don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make nice with an old lady with bad babka?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale matzoth and old crayons. &lt;br /&gt;
*Lounge, with soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
[[Image:SynLocation.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13820</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13820"/>
		<updated>2007-04-22T11:37:47Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the chaos that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break.&lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary; don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make nice with an old lady with bad babka?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale matzoth and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
[[Image:SynLocation.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13819</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13819"/>
		<updated>2007-04-22T11:36:26Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Synagogue Etiquette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the chaos that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break.&lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary; don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make nice with an old lady with bad babka?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
[[Image:SynLocation.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13818</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13818"/>
		<updated>2007-04-22T11:35:38Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Synagogue Etiquette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the chaos that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break.&lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary; don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
[[Image:SynLocation.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13800</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13800"/>
		<updated>2007-04-20T14:16:41Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the chaos that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break.&lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
[[Image:SynLocation.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:SynLocation.JPG&amp;diff=13799</id>
		<title>File:SynLocation.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:SynLocation.JPG&amp;diff=13799"/>
		<updated>2007-04-20T14:07:58Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13798</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13798"/>
		<updated>2007-04-20T14:06:47Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Brukhim Haboim! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the chaos that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break.&lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13797</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13797"/>
		<updated>2007-04-20T14:05:31Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Synagogue Etiquette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the tzimmes that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break. &lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave. Or worse, they'll be given advice.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board. Or worse, they'll be asked for advice.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13796</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13796"/>
		<updated>2007-04-20T14:04:45Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* York Synagogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Observatory=====&lt;br /&gt;
&lt;br /&gt;
Run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory welcomes visiting academics.&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak (or Mt Eramus) looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
[[Congregation Tafas Shalva|Congregation Tafas Shalva]], a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, and a duelling academy.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with a democratically elected leader, Governor Jacobi. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13795</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13795"/>
		<updated>2007-04-20T14:02:27Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the tzimmes that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break. &lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they're at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13794</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13794"/>
		<updated>2007-04-20T14:01:41Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the tzimmes that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break. &lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13793</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13793"/>
		<updated>2007-04-20T14:00:29Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_leaders= Rabbi Shlomo Weinstein|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the tzimmes that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break. &lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchingmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13792</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13792"/>
		<updated>2007-04-20T13:57:19Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* York: A Rough Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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| bgcolor=#aa8866|'''A'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts two busy taverns ([[Czechy's]], at (11,09) on the map above, and [[the Waugh Arms]] at (04,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]], whose members frequently attack one another, as well as a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish synagogue]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[the Waugh Arms]], [[CzEcHy's Tavern]], [[Congregation Tafas Shalva]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Please note though that they do not consider being attacked a crime. It is only when someone is murdered that the Colonial Police classify it as a crime and act accordingly - as long as you take care not to kill anyone, hack away to your heart's content without fear of retribution from the Police. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all (it must be pointed out, however, that it is perfectly acceptable for members of the Colonial Police to murder shamans as they see themselves as above the law).&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== [[CzEcHy's Tavern]] ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]].&lt;br /&gt;
&lt;br /&gt;
=== [[The Waugh Arms]] ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
[[Mercenary's Guild]] member [http://www.shartak.com/profile.cgi?id=3322 Zydd Soral] suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks.&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed Southern Coastal Boulevard, cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[Colon Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. One: constant invasion by hostile forces, and two: the rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both &amp;quot;civilian and York groups&amp;quot;) in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13790</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13790"/>
		<updated>2007-04-20T13:54:45Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: Congregation tafas shalva moved to Congregation Tafas Shalva: typo, did not capitalize name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the tzimmes that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break. &lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchingmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_tafas_shalva&amp;diff=13791</id>
		<title>Congregation tafas shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_tafas_shalva&amp;diff=13791"/>
		<updated>2007-04-20T13:54:45Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: Congregation tafas shalva moved to Congregation Tafas Shalva: typo, did not capitalize name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Congregation Tafas Shalva]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13789</id>
		<title>Congregation Tafas Shalva</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Congregation_Tafas_Shalva&amp;diff=13789"/>
		<updated>2007-04-20T13:53:49Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Congregation Tafas Shalva|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:TafasShalva2.JPG]]|&lt;br /&gt;
clan_membership=All are welcome. Gentiles may join as Visitors, which is the same as Jews, but without the Moyhel.|&lt;br /&gt;
clan_goals=Kibitz, Tummel, Kvetch, maybe take a Schvitz.|&lt;br /&gt;
clan_recruit=Actual conversion is a fairly long process, but visitors are always welcome!|&lt;br /&gt;
clan_contact=Post on the comments page to say hello, or just drop by the synagogue.||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Brukhim Haboim!== &lt;br /&gt;
&lt;br /&gt;
Welcome! Congregation Tafas Shalva is the first synagogue on the island of Shartak. It is a quiet place in the tzimmes that York has become. So, forget about the riots, wars and headhunters. Come visit us, enjoy a nice cup of tea with the rabbi and take a break. &lt;br /&gt;
&lt;br /&gt;
==Location! Location! Location!== &lt;br /&gt;
&lt;br /&gt;
The synagogue is located at coordinates:[-70.369,+26.311], in downtown York, just steps from the Trader. The beautiful white sand beaches of York Bay are right outside our front door. Yes, we validate parking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synagogue Etiquette==&lt;br /&gt;
&lt;br /&gt;
Mainly, just behave in a civil, polite manner, and we'll all get along. No matter how raucous a town is, everyone needs a place to relax, rest and recharge once in a while. Tafas Shalva is an oasis of calm right in riotous downtown York. Let's work together to keep it that way. &lt;br /&gt;
&lt;br /&gt;
*Guys, please cover your head in sanctuary, don't worry about it in the sitting room.&lt;br /&gt;
*No violence, please! And if you witness violence, just ignore it. We don't want everyone blind and toothless.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable visitors will be asked to leave.&lt;br /&gt;
*Polite discourse is the norm. Rude or insufferable members will be asked to join the board.&lt;br /&gt;
*Hadassah has a bake sale every Sunday. Baking on a tropical island is a bit difficult, though. So, if the babka is like a brick, just choke it down, for G-d's sake. It would kill you to make an old lady with bad bread feel good?&lt;br /&gt;
*Matchingmaking is considered poor form only if a prospective match is dead or already married. (Unless it's to my son-in-law. The little mamzer drives me crazy!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Banquet hall, available to rent. Food prepared by the sisterhood.&lt;br /&gt;
*Classrooms, all of which smell like stale horseradish and old crayons. &lt;br /&gt;
*Lounge, soft cushy sofas, dark wood and lots of tea and rugelach. Air conditioned.&lt;br /&gt;
*Sanctuary, with high ceilings, good acoustics and exactly half the number of prayer books we need. All of them in that other pew. The sound system makes all speakers sound like they at the bottom of a fuzzy well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13365</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13365"/>
		<updated>2007-03-21T18:20:26Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* York Synagogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:TafasShalva2.JPG&amp;diff=13364</id>
		<title>File:TafasShalva2.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:TafasShalva2.JPG&amp;diff=13364"/>
		<updated>2007-03-21T18:19:58Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=13251</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=13251"/>
		<updated>2007-03-16T13:56:58Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Big Stick and Cudgel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== 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;
----&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''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;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''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;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''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;
----&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
''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;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===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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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
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'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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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;
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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;
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Now, will someone please program this into the game?  [[User:Rozen|Rozen]]&lt;br /&gt;
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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;
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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;
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: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;
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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;
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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;
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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;
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Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)&lt;br /&gt;
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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;
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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;
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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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Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]&lt;br /&gt;
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Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]&lt;br /&gt;
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Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
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This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
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&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
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This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&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; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
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How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
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2. be used as campfires for villages and the wreck, &lt;br /&gt;
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3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
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4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
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5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
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I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
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Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
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And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
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[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
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Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
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Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
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In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
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Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Shovel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|&lt;br /&gt;
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|&lt;br /&gt;
suggest_time=05:14, 20 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)&lt;br /&gt;
: Any chance we could have a shovel that could be used as a melee weapon as well?  Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? [[User:Johan Crichton|Johan Crichton]] 05:49, 8 March 2007 (UTC) &lt;br /&gt;
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===Tent===&lt;br /&gt;
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Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&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;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:06, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Oct_06_-_Dec_06)&amp;diff=13227</id>
		<title>Suggestions Archive (Oct 06 - Dec 06)</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Oct_06_-_Dec_06)&amp;diff=13227"/>
		<updated>2007-03-14T20:33:45Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a placholder.&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Jul_06_-_Sep_06)&amp;diff=13226</id>
		<title>Suggestions Archive (Jul 06 - Sep 06)</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Jul_06_-_Sep_06)&amp;diff=13226"/>
		<updated>2007-03-14T20:33:12Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
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&lt;div&gt;This page is a placholder.&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Apr_06_-_Jun_06)&amp;diff=13225</id>
		<title>Suggestions Archive (Apr 06 - Jun 06)</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Apr_06_-_Jun_06)&amp;diff=13225"/>
		<updated>2007-03-14T20:32:40Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a placholder.&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Jan_06_-_Mar_06)&amp;diff=13224</id>
		<title>Suggestions Archive (Jan 06 - Mar 06)</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions_Archive_(Jan_06_-_Mar_06)&amp;diff=13224"/>
		<updated>2007-03-14T20:31:44Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
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&lt;div&gt;This page is a placeholder.&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13223</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13223"/>
		<updated>2007-03-14T20:30:08Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Trail to Durham */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all (it must be pointed out, however, that it is perfectly acceptable for members of the Colonial Police to murder shamans as they see themselves as above the law).&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
Local [[Colonial Police]] officer ''Zydd Soral'' suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colon Police]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=13201</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=13201"/>
		<updated>2007-03-13T14:55:53Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Juicing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&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;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Build - BOATS ===&lt;br /&gt;
'''''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 basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
&lt;br /&gt;
we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 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;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 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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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 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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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
 &lt;br /&gt;
As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
&lt;br /&gt;
Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
&lt;br /&gt;
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
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I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
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===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
&lt;br /&gt;
With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
&lt;br /&gt;
*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
&lt;br /&gt;
If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
&lt;br /&gt;
The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
&lt;br /&gt;
*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
&lt;br /&gt;
Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
&lt;br /&gt;
*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
&lt;br /&gt;
As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
&lt;br /&gt;
*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
&lt;br /&gt;
Percentages to catch fish:&lt;br /&gt;
&lt;br /&gt;
*With '''Beginner Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
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I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)&lt;br /&gt;
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I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]&lt;br /&gt;
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*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)&lt;br /&gt;
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=== First Aid tweak ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= A tweak to First Aid, the skill that follows from Triage|&lt;br /&gt;
suggest_scope= All classes|&lt;br /&gt;
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|&lt;br /&gt;
suggest_time=00:50, 04 December 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Aco|Aco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)&lt;br /&gt;
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===Triage Change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Triage Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.&lt;br /&gt;
&lt;br /&gt;
So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|&lt;br /&gt;
&lt;br /&gt;
suggest_time=15:41, 19 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tintin|Tintin]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Contact List/Tracking Mastery Integration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, improvement|&lt;br /&gt;
suggest_scope=All or Scout/Explorer|&lt;br /&gt;
suggest_description=Expert Mastery is overly canned as fairly useless, as it's a touch aimless and the amount of AP you put in to tracking means it's kind of easier to just go walking about randomly and see what you bump into rather than bother with the pesky 'Look for Tracks' button. However, if one knew WHO one was tracking, they might spend a little more time using this skill. It's stupid to have EVERYONE's name pop up in the tracking interface, but what if you were able to recognise the tracks of those in your contact list?&lt;br /&gt;
It stands to reason that if they are in your contact list, you are quite familiar with them, and if you're a Master tracker, you'd be able to recognise their tracks. So, why not incorporate that into Master Tracker? The usual stuff would come up, native here recently, outsider went south-west, but with this addition: &amp;quot;You recognise tracks of The Malice, here recently. They lead south-west.&amp;quot;&lt;br /&gt;
We could make this a Scout/Explorer specific additional tracking skill at the end of the Tracking tree.|&lt;br /&gt;
suggest_time=02:49, 12 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Mining.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads.  Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|&lt;br /&gt;
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas.  I wondered if it might be possible to mine for rock to build roads in the jungle.  These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained.  Mining could be its own skill tree with multiple types of mining yielding different resources.  Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location.  Tools of various sorts would probably also be required which would eventually break and need to be replaced.|&lt;br /&gt;
suggest_time=14:51, 26 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:GreyA2|Grey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
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===Juicing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Juicing|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=If an individual has an empty bottle/gourd and a certain number of fruit, they should be able to make fruit juice.  Juicing would cost AP equal to the number of fruit.  A bottle of juice would heal HP equal to the number of bananas/mangos (mangoes?). For the purposes of this post, we'll say that number is four.  When they have an empty bottle and four fruit of the same type, they can press a button saying &amp;quot;Make juice&amp;quot; (4AP). I'll give an example to make the utility of this more clear.&lt;br /&gt;
&lt;br /&gt;
Black Joe the pirate is walking through the jungle on his way to Durham.  He's fought some animals and gained some XP.  However, he drank his five bottles of rum and used all his first aid kits.  He's south of the shipwreck, so he's not near any rivers.  However, he runs across a banana tree.  He eats a few to bring his HP up to full.  However, he knows he's going to fight more animals and lose more HP.  So, he harvests 20 more bananas, which take up a lot of inventory space.  He then juices the bananas, filling up his bottles and giving him 5 bottles of banana juice.  The bananas themselves are removed from his inventory.  Juice provides more nutrients than water, and WAY more than beer, so he can recover 20HP with the bottles he now has.  The AP use will be slightly more than if he just ate them (4AP to juice, and 1AP to drink it, whereas just eating them would cost 4AP); however, the juice provides more health benefits than water/rum/beer.  It also uses less inventory space.&lt;br /&gt;
&lt;br /&gt;
Notes:  Juice could only be made by players.  It couldn't be found during searches. &lt;br /&gt;
&lt;br /&gt;
Benefits:&lt;br /&gt;
-Provides better healing than water/rum/beer.  Also, there are only a few freshwater sources.  There are mango and banana trees everywhere.  Juice will provide a reliable, widespread source of HP recovery, albeit at an increased time cost.&lt;br /&gt;
-Won't make water or alcohol obselete.  Both will be easier to acquire than juice, as they can be found. Also, water can be acquired at any freshwater source. &lt;br /&gt;
-Won't make FAKs/Herbs obselete, as they will provide more healing.&lt;br /&gt;
-Deepens the Shartak economy.  Right now, nothing is manufactured by the players.  Everything is &amp;quot;found.&amp;quot;  By making something a player-produced item, players will have the opportunity to actually contribute to the economy.&lt;br /&gt;
-May cause the creation of juicing companies, widening RP opportunities.  Since juices provide more HP (and therefore more healing XP) than water, players will prefer to take them into the wild.  This will cause them to be in demand at the traders' huts.  Therefore, some players will undoubtedly dedicate their time to creating juices.&lt;br /&gt;
-Have you ever tasted mango or banana juice?  They're both pretty tasty.|&lt;br /&gt;
suggest_time=02:40, 10 March 2007 (UTC)|&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;
Very good idea! Maybe juicing would require a tool of some sort, though? That aside, I like suggestions that are good in several ways (helps those who are prone to lose lots of HP, encourages RPing, advances the economy, etc), so I would definitely like to see this happen. Simon?--[[User:Nosimplehiway|Nosimplehiway]] 14:55, 13 March 2007 (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>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=13200</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=13200"/>
		<updated>2007-03-13T14:48:29Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Big Stick and Cudgel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''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 and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''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;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
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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;
&lt;br /&gt;
''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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&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
:: 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;
&lt;br /&gt;
: 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;
&lt;br /&gt;
:: 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;
&lt;br /&gt;
:: 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;
&lt;br /&gt;
:::: 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;
&lt;br /&gt;
::::: 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;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&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;
                             &lt;br /&gt;
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;
&lt;br /&gt;
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;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===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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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
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'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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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;
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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;
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Now, will someone please program this into the game?  [[User:Rozen|Rozen]]&lt;br /&gt;
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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;
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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;
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: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;
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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;
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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;
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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;
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Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)&lt;br /&gt;
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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;
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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;
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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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Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]&lt;br /&gt;
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Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]&lt;br /&gt;
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Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
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This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
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&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
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This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&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; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Shovel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|&lt;br /&gt;
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|&lt;br /&gt;
suggest_time=05:14, 20 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)&lt;br /&gt;
: Any chance we could have a shovel that could be used as a melee weapon as well?  Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? [[User:Johan Crichton|Johan Crichton]] 05:49, 8 March 2007 (UTC) &lt;br /&gt;
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===Tent===&lt;br /&gt;
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Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
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suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
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suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:06, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13199</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13199"/>
		<updated>2007-03-13T14:38:31Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: I think this is the latest, most neutral info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
Local [[Colonial Police]] officer ''Zydd Soral'' suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a well-kept trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]] spirit gang&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13167</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13167"/>
		<updated>2007-03-12T22:17:16Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three outsider [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
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A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a well-kept trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]] spirit gang&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Xaltam&amp;diff=13045</id>
		<title>Xaltam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Xaltam&amp;diff=13045"/>
		<updated>2007-03-08T16:21:25Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Xaltam's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Xaltam''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
* {{GPS|70|311|26|372}}&amp;lt;br /&amp;gt;16:21, 8 March 2007 (UTC)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
* {{GPS|70|139|26|382}}&amp;lt;br /&amp;gt;15:24, 6 February 2007 (UTC) &lt;br /&gt;
* {{GPS|70|098|26|423}}&amp;lt;br /&amp;gt;18:06, 14 January 2007 (UTC)&lt;br /&gt;
* {{GPS|70|244|26|434}}&amp;lt;br /&amp;gt;19:19, 1 December 2006 (UTC)&lt;br /&gt;
* {{GPS|70|261|26|388}}&amp;lt;br /&amp;gt;19:07, 14 November 2006 (UTC)&lt;br /&gt;
* {{GPS|70|235|26|419}}&amp;lt;br /&amp;gt;20:02, 28 October 2006 (UTC)&lt;br /&gt;
* {{GPS|70|232|26|412}}&amp;lt;br /&amp;gt;19:15, 1 September 2006 (UTC)&lt;br /&gt;
* {{GPS|70|239|26|406}}&amp;lt;br /&amp;gt;20:58, 23 August 2006 (UTC)&lt;br /&gt;
* {{GPS|70|134|26|387}}&amp;lt;br /&amp;gt;15:46, 27 June 2006 (UTC)&lt;br /&gt;
* {{GPS|70|170|26|376}}&amp;lt;br /&amp;gt;04:32, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=13014</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=13014"/>
		<updated>2007-03-06T19:45:33Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Cleaning up suggestions pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::By piggybacking on Wikipedia's vandalism policy, you inherit parts like &amp;quot;Always assume good faith&amp;quot; and &amp;quot;Users own their own talk pages&amp;quot; which should provide coverage of your concerns. --[[User:Tycho44|Tycho44]] 07:44, 16 July 2006 (UTC)&lt;br /&gt;
:::I agree we should use Wikipedia's guidelines. They have already done a lot of work developing them. Let's save time and copy off the smart kid's paper.--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
===Cleaning up suggestions pages===&lt;br /&gt;
The current suggestions pages have gotten pretty cluttered with old suggestions. Those folks with slow connections or older computers may be having difficulty accessing them.&lt;br /&gt;
&lt;br /&gt;
I propose that: &amp;quot;''as of March 1st, we'll move all suggestions which were originally posted in 2006, along with their discussion, to a set of archived pages. A link to the archived pages will be posted on the main suggestions page and on individual suggestions pages. This action will then be repeated in following years on the same date. (ie: All suggestions originating in 2007 will then be archived on March 1, 2008.) If the original author of a suggestion wishes to continue a discussion of a topic from the previous year, they may post a copy of the suggestion and its' disussion, in its' entirety, during the new year.''&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If there are other ideas for how to deal with the problem of overly large suggestions pages, please post here. Thanks!--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As there has been no discussion of this idea, I did not feel right in implementing the change. I have posted a notice of this policy suggestion in each of the suggestion categories to elicit discussion of this idea here. When the decision is made, I will delete those listings, if that's the decision we reach. Since March 1 has already passed, the archiving will be implemeted April 1, if there is no objection here, but March 1 in following years. --[[User:Nosimplehiway|Nosimplehiway]] 13:15, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Discussion:&lt;br /&gt;
&lt;br /&gt;
Rather than doing it on all 2006 suggestions, why not instead archive all suggestions which have seen no changes in the last 9 or 12 months? Or some other period, which you can point at as inactivity?--[[User:Johan Crichton|Johan Crichton]] 20:38, 4 March 2007 (UTC)&lt;br /&gt;
:Having a &amp;quot;rolling&amp;quot; period of time would require someone to monitor the threads throughout the year for topics ready to expire. I suggest archiving it by year of original posting largely to reduce the workload. This would be an action taken only once per year, in March, then ignored until maintenance is due again next March. Plus, giving each thread a shelf life of, say, 9 months or 12 months would mean that if one person went through the suggestions pages and commented on everything twice a year, everything would be posted on the main page indefinitely. If no progress has been made in a discussion in three months time (the minimum length of time a thread would be posted under my system, some would be up for as long as fifteen months), then it seems unlikely that anything useful will come of the discussion. If there is a thread from the previous year still actively being discussed (as opposed to the stray comment here and there) as of March 1, we can repost the contents in the new year. Certainly any topic which has been archived can be resurrected as a new topic in the new year, hopefully amended to incorporate ideas from the discussion, if the original author likes.--[[User:Nosimplehiway|Nosimplehiway]] 05:33, 5 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The only problem I can see with archiving them is that some of them might be ones that I'm looking to implement and if you move them, I might never find them again! --[[User:Simon|Simon]] 18:04, 5 March 2007 (UTC)&lt;br /&gt;
:::This policy would not remove the suggestions entirely from the wiki, just move the older ones to their own page, where comments could continue to be made. The result would be, for example, pages titled &amp;quot;2006 Suggestions: Items&amp;quot; and &amp;quot;2007 Suggestions: Items&amp;quot;. There has been little overflow from one year to the next, even in implementation (see below). Now, that said, Shartak is your baby and if you are firmly against this new policy, I will withdraw the suggestion.--[[User:Nosimplehiway|Nosimplehiway]] 19:45, 6 March 2007 (UTC)&lt;br /&gt;
::I personally don't see that a periodical tidy up (say every three months) would be that much extra work.  Can we have some figures on the age of the suggestions on the suggestions pages? --[[User:Johan Crichton|Johan Crichton]] 20:01, 5 March 2007 (UTC)&lt;br /&gt;
:::Tidying up every few months would be fine (see below), I thought you meant we should archive suggestions after 9 months had passed with no new comments, thereby requiring a high level of monitoring. (eg if the final comment on a suggestion was posted on Feb 12, the suggestion would be archived on November 12) Sorry I misunderstood you.--[[User:Nosimplehiway|Nosimplehiway]] 19:45, 6 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I took a look at some numbers from the &amp;quot;Game Mechanics&amp;quot; suggestion page. I chose that one because it has the largest number of posted suggestions (37) and so, I hope, will give the best sample. Out of 37 posted suggestions 32 were originally posted in 2006. Two pages were not included in this data, leaving a total of 30 suggestions in the sample. (For both suggestions and comments on the suggestions, I am not including data from posts which did not have a proper timestamp. It would take a lot of digging through the history files to find the original dates. This removed 2 suggestions and quite a few comments, most of which came from only a handful of users. eg Rozen and Firstamongdaves )&lt;br /&gt;
&lt;br /&gt;
*During Jan, Feb or Mar of 2006, 8 suggestions were posted...with 23 comments made after April 1... 3 were made after July 1. &lt;br /&gt;
&lt;br /&gt;
*During Apr, May or June of 2006, 5 suggestions were posted... with 1 comment on them made after July 1 and none made after Oct 1. &lt;br /&gt;
&lt;br /&gt;
*During July, Aug, or Sep of 2006, 10 suggestions were posted... with 6 comments on them made after October 1 and none made after Jan 1, 2007.&lt;br /&gt;
&lt;br /&gt;
*During Oct, Nov or Dec of 2006, 7 suggestions were posted... with 1 comment made on them after January 1, 2007 and none made after Mar 1, 2007. &lt;br /&gt;
&lt;br /&gt;
While the majority of comments on suggestions was made within a few weeks of the initial posting, there were occasional outliers. Some of these were months later. There was, however, only one comment made in 2007 regarding a 2006 suggestion. That was a message from Simon that he had implemented the suggestion (&amp;quot;More Clan/Crew Powers&amp;quot;), and it was dated January 9, 2007. Had a March 1 archiving been performed, this suggestion would still have been available on the main page when the comment was made.&lt;br /&gt;
&lt;br /&gt;
If in 2006 we had archived the pages three months after the close date (eg archived Jan-Feb-Mar on July 1), only 3 comments would have had to be made on the archive page rather than the main page. &lt;br /&gt;
&lt;br /&gt;
My conclusion: neither an annual nor a tri-monthly archiving would have a significant impact on the flow of conversation regarding suggestions. I would be happy to either implement an annual policy or accept your friendly amendment to make it a tri-monthly (or other time period) archiving. --[[User:Nosimplehiway|Nosimplehiway]] 19:45, 6 March 2007 (UTC)&lt;br /&gt;
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== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
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== Implemented policies ==&lt;br /&gt;
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=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
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=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
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== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13013</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=13013"/>
		<updated>2007-03-06T18:31:14Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: Suggestion out of chronological order... fixed it.&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== 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;
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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;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===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;
&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;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===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;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&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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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&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;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
&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;
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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;
&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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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
 &lt;br /&gt;
Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
&lt;br /&gt;
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13012</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=13012"/>
		<updated>2007-03-06T18:28:55Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: Found suggestion listed out of chronological order. Fixed it.&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== 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;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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&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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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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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;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===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;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===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;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&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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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&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;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
 &lt;br /&gt;
Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
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&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>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=13003</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=13003"/>
		<updated>2007-03-06T04:36:33Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main Page Announcements|&lt;br /&gt;
&amp;lt;!-- Intro --&amp;gt;           &lt;br /&gt;
       &lt;br /&gt;
mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG).&lt;br /&gt;
New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.&lt;br /&gt;
       &lt;br /&gt;
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.  &lt;br /&gt;
       &lt;br /&gt;
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|&lt;br /&gt;
       &lt;br /&gt;
&amp;lt;!-- Alert --&amp;gt;   &lt;br /&gt;
       &lt;br /&gt;
mainpage_alert=''No messages.''|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wiki activities --&amp;gt;         &lt;br /&gt;
       &lt;br /&gt;
mainpage_activities='''Current wiki activities'''        &lt;br /&gt;
* [[The Shartak Wiki:Policies and guidelines|Policies and guidelines]] for the wiki are being [[The Shartak Wiki talk:Policies and guidelines|proposed and discussed]].&lt;br /&gt;
* The [[Identify Friend or Foe]] initiative has been launched.   &lt;br /&gt;
* [[Special weapon event odds]] are being researched.          &lt;br /&gt;
* [[:Category:Shamans|NPC shamans]] are being tracked.   &lt;br /&gt;
* [[Search odds condensed|Search odds]] are being researched and [[Search odds condensed (results)|summarized]].                     &lt;br /&gt;
* [[Trading hut stock reports|Trader stocks]] are being reported.        &lt;br /&gt;
* [[Talk:Character classes|Class-specific skills]] are being charted. &lt;br /&gt;
* Important locations are being logged in the [[Parchment Pages]]. &lt;br /&gt;
* Read up on in-game news and gossip in [[The Yorkman]].&lt;br /&gt;
&lt;br /&gt;
'''Current projects'''&lt;br /&gt;
* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Creates a map of the island from user input.         &lt;br /&gt;
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: Creates a detailed map from user input.       &lt;br /&gt;
* [http://www.philosoph.us/misc/shartak/underworld Shartak Underworld]: Permanently logs kills and deaths.       &lt;br /&gt;
&lt;br /&gt;
'''Further discussion'''         &lt;br /&gt;
* [http://forum.shartak.com Official forum] : The official forum for everything game-related.&lt;br /&gt;
* [http://shartak.forumsplace.com/index.html Unofficial forum]: For game-related and other topics.}}&lt;br /&gt;
&lt;br /&gt;
{{Main Page Navigation|  &lt;br /&gt;
&lt;br /&gt;
mainpage_navi1a=Basics|  &lt;br /&gt;
mainpage_navi1b=         &lt;br /&gt;
* [[Gameplay]]         &lt;br /&gt;
* [[Tips and tricks]]    &lt;br /&gt;
* [[User interface]]     &lt;br /&gt;
* [[:Category:Roleplaying|Roleplaying]]  &lt;br /&gt;
* [[:Category:Statistics|Statistics]]    &lt;br /&gt;
|              &lt;br /&gt;
&lt;br /&gt;
mainpage_navi2a=Game information|        &lt;br /&gt;
mainpage_navi2b=                &lt;br /&gt;
* [[:Category:Glossary|Glossary]]        &lt;br /&gt;
** [[Class]]es         &lt;br /&gt;
** [[Skills]]          &lt;br /&gt;
** [[Items]]           &lt;br /&gt;
* [[:Category:Locations|Locations]]      &lt;br /&gt;
** [[Terrain]]&lt;br /&gt;
** [[Camp]]s&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi3a=Feedback|&lt;br /&gt;
mainpage_navi3b=&lt;br /&gt;
* [[Requests for information]]&lt;br /&gt;
* [[Game design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi4a=Site information|&lt;br /&gt;
mainpage_navi4b=&lt;br /&gt;
* [http://www.shartak.com/faq.html FAQ]&lt;br /&gt;
* [http://www.shartak.com/news.html News]&lt;br /&gt;
* [http://www.shartak.com/stats.html Statistics]&lt;br /&gt;
* [http://www.shartak.com/donate.html Donate]&lt;br /&gt;
* [http://www.shartak.com/advertising.html Advertising]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi5a=Clans|&lt;br /&gt;
mainpage_navi5b=&lt;br /&gt;
* [[:Category:Clans|Clan pages]]&lt;br /&gt;
** [[:Category:Clans for natives|Clans for natives]]&lt;br /&gt;
** [[:Category:Clans for outsiders|Clans for outsiders]]&lt;br /&gt;
** [[:Category:Clans for everyone|Clans for everyone]]&lt;br /&gt;
** [[:Category:Officially recognized clans|Officially recognized clans]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi6a=Wiki information|&lt;br /&gt;
mainpage_navi6b=&lt;br /&gt;
* [[Project:Help|Help]]&lt;br /&gt;
* [[Project:Community Portal|Community portal]]&lt;br /&gt;
* [[:Category:Delete|Delete]]&lt;br /&gt;
* [[:Category:Redirects|Redirects]]&lt;br /&gt;
* [[:Category:Templates|Templates]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Nosimplehiway&amp;diff=13002</id>
		<title>User talk:Nosimplehiway</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Nosimplehiway&amp;diff=13002"/>
		<updated>2007-03-06T04:28:19Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey there, we notice you've uploaded a 500x100 banner.  Would you like this to be in the next issue of [[The Yorkman]]?  --[[User:The Yorkman|The Yorkman]] 18:10, 5 March 2007 (UTC)&lt;br /&gt;
:Yes, please. One of my characters is Rabbi Shlomo Weinstein of Congregation Tafas Shalva in York. He's having a bit of a hard time getting together a minyan. :-) --[[User:Nosimplehiway|Nosimplehiway]] 04:28, 6 March 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Tafas_Shalva.jpg&amp;diff=12987</id>
		<title>File:Tafas Shalva.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Tafas_Shalva.jpg&amp;diff=12987"/>
		<updated>2007-03-05T15:39:37Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12976</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12976"/>
		<updated>2007-03-05T05:35:01Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Cleaning up suggestions pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::By piggybacking on Wikipedia's vandalism policy, you inherit parts like &amp;quot;Always assume good faith&amp;quot; and &amp;quot;Users own their own talk pages&amp;quot; which should provide coverage of your concerns. --[[User:Tycho44|Tycho44]] 07:44, 16 July 2006 (UTC)&lt;br /&gt;
:::I agree we should use Wikipedia's guidelines. They have already done a lot of work developing them. Let's save time and copy off the smart kid's paper.--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
===Cleaning up suggestions pages===&lt;br /&gt;
The current suggestions pages have gotten pretty cluttered with old suggestions. Those folks with slow connections or older computers may be having difficulty accessing them.&lt;br /&gt;
&lt;br /&gt;
I propose that: &amp;quot;''as of March 1st, we'll move all suggestions which were originally posted in 2006, along with their discussion, to a set of archived pages. A link to the archived pages will be posted on the main suggestions page and on individual suggestions pages. This action will then be repeated in following years on the same date. (ie: All suggestions originating in 2007 will then be archived on March 1, 2008.) If the original author of a suggestion wishes to continue a discussion of a topic from the previous year, they may post a copy of the suggestion and its' disussion, in its' entirety, during the new year.''&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If there are other ideas for how to deal with the problem of overly large suggestions pages, please post here. Thanks!--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As there has been no discussion of this idea, I did not feel right in implementing the change. I have posted a notice of this policy suggestion in each of the suggestion categories to elicit discussion of this idea here. When the decision is made, I will delete those listings, if that's the decision we reach. Since March 1 has already passed, the archiving will be implemeted April 1, if there is no objection here, but March 1 in following years. --[[User:Nosimplehiway|Nosimplehiway]] 13:15, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Discussion:&lt;br /&gt;
&lt;br /&gt;
Rather than doing it on all 2006 suggestions, why not instead archive all suggestions which have seen no changes in the last 9 or 12 months? Or some other period, which you can point at as inactivity?--[[User:Johan Crichton|Johan Crichton]] 20:38, 4 March 2007 (UTC)&lt;br /&gt;
:Having a &amp;quot;rolling&amp;quot; period of time would require someone to monitor the threads throughout the year for topics ready to expire. I suggest archiving it by year of original posting largely to reduce the workload. This would be an action taken only once per year, in March, then ignored until maintenance is due again next March. Plus, giving each thread a shelf life of, say, 9 months or 12 months would mean that if one person went through the suggestions pages and commented on everything twice a year, everything would be posted on the main page indefinitely. If no progress has been made in a discussion in three months time (the minimum length of time a thread would be posted under my system, some would be up for as long as fifteen months), then it seems unlikely that anything useful will come of the discussion. If there is a thread from the previous year still actively being discussed (as opposed to the stray comment here and there) as of March 1, we can repost the contents in the new year. Certainly any topic which has been archived can be resurrected as a new topic in the new year, hopefully amended to incorporate ideas from the discussion, if the original author likes.--[[User:Nosimplehiway|Nosimplehiway]] 05:33, 5 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12975</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12975"/>
		<updated>2007-03-05T05:33:02Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Cleaning up suggestions pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::By piggybacking on Wikipedia's vandalism policy, you inherit parts like &amp;quot;Always assume good faith&amp;quot; and &amp;quot;Users own their own talk pages&amp;quot; which should provide coverage of your concerns. --[[User:Tycho44|Tycho44]] 07:44, 16 July 2006 (UTC)&lt;br /&gt;
:::I agree we should use Wikipedia's guidelines. They have already done a lot of work developing them. Let's save time and copy off the smart kid's paper.--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
===Cleaning up suggestions pages===&lt;br /&gt;
The current suggestions pages have gotten pretty cluttered with old suggestions. Those folks with slow connections or older computers may be having difficulty accessing them.&lt;br /&gt;
&lt;br /&gt;
I propose that: &amp;quot;''as of March 1st, we'll move all suggestions which were originally posted in 2006, along with their discussion, to a set of archived pages. A link to the archived pages will be posted on the main suggestions page and on individual suggestions pages. This action will then be repeated in following years on the same date. (ie: All suggestions originating in 2007 will then be archived on March 1, 2008.) If the original author of a suggestion wishes to continue a discussion of a topic from the previous year, they may post a copy of the suggestion and its' disussion, in its' entirety, during the new year.''&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If there are other ideas for how to deal with the problem of overly large suggestions pages, please post here. Thanks!--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As there has been no discussion of this idea, I did not feel right in implementing the change. I have posted a notice of this policy suggestion in each of the suggestion categories to elicit discussion of this idea here. When the decision is made, I will delete those listings, if that's the decision we reach. Since March 1 has already passed, the archiving will be implemeted April 1, if there is no objection here, but March 1 in following years. --[[User:Nosimplehiway|Nosimplehiway]] 13:15, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Discussion:&lt;br /&gt;
&lt;br /&gt;
Rather than doing it on all 2006 suggestions, why not instead archive all suggestions which have seen no changes in the last 9 or 12 months? Or some other period, which you can point at as inactivity?--[[User:Johan Crichton|Johan Crichton]] 20:38, 4 March 2007 (UTC)&lt;br /&gt;
:Having a &amp;quot;rolling&amp;quot; period of time would require someone to monitor the threads throughout the year for topics ready to expire. I suggest archiving it by year of original posting largely to reduce the workload. This would be an action taken only once per year, in March, then ignored until maintenance is due again next March. Plus, giving each thread a shelf life of, say, 9 months or 12 months would mean that if one person went through the suggestions pages and commented on everything twice a year, everything would be posted on the main page indefinitely. If no progress has been made in a discussion in three months time (the minimum length of time a thread would be posted under my system, some would be up for as long as fifteen months), then it seems unlikely that anything useful will come of the discussion. If there is a thread from the previous year still actively being discussed (as opposed to the stray comment here and there) as of March 1, we can repost the contents in the new year. Certainly any topic which has been archived can be resurrected as a new topic in the new year, hopefully amended to incorporate ideas from the discussion. --[[User:Nosimplehiway|Nosimplehiway]] 05:33, 5 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=12956</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=12956"/>
		<updated>2007-03-03T13:32:13Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
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&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the four outsider [[camp]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-three [[hut]]s in an oblong clearing.&lt;br /&gt;
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A [[shaman]] named Kahuni is held captive in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
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==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently refered to as the 'big city' of Shartak, York already has a colourful and frequently bloody history.  Its central location led to a brutal native invasion in the early days of the settlement, swiftly followed by a pirate invasion that has shaped the town into a notorious den of anti-pirate sentiment.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and the birthplace of the [[Mercenary's Guild]]. It also boasts the island's first Tavern ([[Czechy's]], at (11,09) on the map above), first and only [[The Yorkman|newspaper]], [[Order of Patriots|secret society]], first [[RE field hospital|hospital]] and first house of worship.[http://wiki.shartak.com/index.php/Parchment_Pages#York_Synagogue]&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a pirate - several groups will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of two dozen people inside at any one time. As you can see on the map above, it is located in the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandonded medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people, but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. &lt;br /&gt;
&amp;lt;add information&amp;gt;&lt;br /&gt;
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=== CzEcHy's Tavern ===&lt;br /&gt;
1 west of the Traders hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
=== Trail to Derby ===&lt;br /&gt;
Starting 1 NE of the ammunition hut (09,05), go 10 paces NE.  Then just follow the instructions carved every 5 squares (where possible), and you should soon find yourself in [[Derby]]. The trail is 270 paces long, which will take you about 4 days without ''[[Trekking]]'' or 2 days with it.&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: This trail has been shutdown by the ecoterrorist actions of the [[SPF|Shartak Presevation Front]], and is currently inoperative. Anyone found walking along it may be killed.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, many groups have claimed York as their hometown. &lt;br /&gt;
&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
 &lt;br /&gt;
[[First Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Second Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]] - September 20th to October 15th 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=12955</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=12955"/>
		<updated>2007-03-03T13:30:45Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* York: A Rough Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the four outsider [[camp]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-three [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kahuni is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently refered to as the 'big city' of Shartak, York already has a colourful and frequently bloody history.  Its central location led to a brutal native invasion in the early days of the settlement, swiftly followed by a pirate invasion that has shaped the town into a notorious den of anti-pirate sentiment.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was also the birthplace of the [[Mercenary's Guild]]. It also boasts the island's first Tavern ([[Czechy's]], at (11,09) on the map above), first and only [[The Yorkman|newspaper]], [[Order of Patriots|secret society]], first [[RE field hospital|hospital]] and first House of Worship.[http://wiki.shartak.com/index.php/Parchment_Pages#York_Synagogue]&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a pirate - several groups will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of two dozen people inside at any one time. As you can see on the map above, it is located in the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandonded medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people, but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. &lt;br /&gt;
&amp;lt;add information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
1 west of the Traders hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
=== Trail to Derby ===&lt;br /&gt;
Starting 1 NE of the ammunition hut (09,05), go 10 paces NE.  Then just follow the instructions carved every 5 squares (where possible), and you should soon find yourself in [[Derby]]. The trail is 270 paces long, which will take you about 4 days without ''[[Trekking]]'' or 2 days with it.&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: This trail has been shutdown by the ecoterrorist actions of the [[SPF|Shartak Presevation Front]], and is currently inoperative. Anyone found walking along it may be killed.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, many groups have claimed York as their hometown. &lt;br /&gt;
&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
 &lt;br /&gt;
[[First Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Second Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]] - September 20th to October 15th 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=12954</id>
		<title>Talk:York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=12954"/>
		<updated>2007-03-03T13:25:58Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, why have the GPS co-ordinates for the various different huts gone? Is this a new policy? [[User:Tibbalt|Tibbalt]] 01:39, 10 April 2006 (BST)&lt;br /&gt;
:I just moved them all into the Infobox next to the Territory Map. It seemed a bit redundant to repeat the coordinates twice, so I just kept the ones in the box. --[[User:Lint|Lint]] 01:44, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Identify ammo/medical huts on map? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the 'H' could be replaced with an 'A' or 'M' for the relevant huts on the map so save having to figure out which hut is the one needed from the coordinates on the right?&lt;br /&gt;
[[User:Simon|Simon]] 02:03, 10 April 2006 (BST)&lt;br /&gt;
:I could do that. However, what would the A and M stand for? Armoury and Medical? Ammunition and Medicine? Is there an &amp;quot;official&amp;quot; term you use to identify these unique huts? --[[User:Lint|Lint]] 20:11, 10 April 2006 (BST)&lt;br /&gt;
::No official term.. but armoury and medical would be ok wouldn't it? Oh, and Trading post. --[[User:Simon|Simon]] 11:03, 11 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== York to Derby Trail ==&lt;br /&gt;
The information regarding the York to Derby trail is outdated. If there is no objection, I will remove it in about a week. --[[User:Nosimplehiway|Nosimplehiway]] 13:25, 3 March 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12953</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12953"/>
		<updated>2007-03-03T13:21:47Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Cleaning up suggestions pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::By piggybacking on Wikipedia's vandalism policy, you inherit parts like &amp;quot;Always assume good faith&amp;quot; and &amp;quot;Users own their own talk pages&amp;quot; which should provide coverage of your concerns. --[[User:Tycho44|Tycho44]] 07:44, 16 July 2006 (UTC)&lt;br /&gt;
:::I agree we should use Wikipedia's guidelines. They have already done a lot of work developing them. Let's save time and copy off the smart kid's paper.--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
===Cleaning up suggestions pages===&lt;br /&gt;
The current suggestions pages have gotten pretty cluttered with old suggestions. Those folks with slow connections or older computers may be having difficulty accessing them.&lt;br /&gt;
&lt;br /&gt;
I propose that: &amp;quot;''as of March 1st, we'll move all suggestions which were originally posted in 2006, along with their discussion, to a set of archived pages. A link to the archived pages will be posted on the main suggestions page and on individual suggestions pages. This action will then be repeated in following years on the same date. (ie: All suggestions originating in 2007 will then be archived on March 1, 2008.) If the original author of a suggestion wishes to continue a discussion of a topic from the previous year, they may post a copy of the suggestion and its' disussion, in its' entirety, during the new year.''&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If there are other ideas for how to deal with the problem of overly large suggestions pages, please post here. Thanks!--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As there has been no discussion of this idea, I did not feel right in implementing the change. I have posted a notice of this policy suggestion in each of the suggestion categories to elicit discussion of this idea here. When the decision is made, I will delete those listings, if that's the decision we reach. Since March 1 has already passed, the archiving will be implemeted April 1, if there is no objection here, but March 1 in following years. --[[User:Nosimplehiway|Nosimplehiway]] 13:15, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Discussion:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=12952</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=12952"/>
		<updated>2007-03-03T13:18:30Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
== Suggestion pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Suggestions:Items]] - New items, modified items.&lt;br /&gt;
* [[Suggestions:Skills]] - New skills, modified skills.&lt;br /&gt;
* [[Suggestions:Classes]] - New classes, modified classes.&lt;br /&gt;
* [[Suggestions:Game mechanics]] - Events, environments, etc.&lt;br /&gt;
* [[Suggestions:Miscellaneous]] - Technical aspects.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Suggestions:Guidelines]]&lt;br /&gt;
* [[Suggestions:Implemented]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:18, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. This notice will be removed when the discussion has been completed. Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12951</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=12951"/>
		<updated>2007-03-03T13:15:37Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Cleaning up suggestions pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::By piggybacking on Wikipedia's vandalism policy, you inherit parts like &amp;quot;Always assume good faith&amp;quot; and &amp;quot;Users own their own talk pages&amp;quot; which should provide coverage of your concerns. --[[User:Tycho44|Tycho44]] 07:44, 16 July 2006 (UTC)&lt;br /&gt;
:::I agree we should use Wikipedia's guidelines. They have already done a lot of work developing them. Let's save time and copy off the smart kid's paper.--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
===Cleaning up suggestions pages===&lt;br /&gt;
The current suggestions pages have gotten pretty cluttered with old suggestions. Those folks with slow connections or older computers may be having difficulty accessing them.&lt;br /&gt;
&lt;br /&gt;
I propose that: &amp;quot;''as of March 1st, we'll move all suggestions which were originally posted in 2006, along with their discussion, to a set of archived pages. A link to the archived pages will be posted on the main suggestions page and on individual suggestions pages. This action will then be repeated in following years on the same date. (ie: All suggestions originating in 2007 will then be archived on March 1, 2008.) If the original author of a suggestion wishes to continue a discussion of a topic from the previous year, they may post a copy of the suggestion and its' disussion, in its' entirety, during the new year.''&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If there are other ideas for how to deal with the problem of overly large suggestions pages, please post here. Thanks!--[[User:Nosimplehiway|Nosimplehiway]] 07:14, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As there has been no discussion of this idea, I did not feel right in implementing the change. I have posted a notice of this policy suggestion in each of the suggestion categories to elicit discussion of this idea here. When the decision is made, I will delete those listings. Since March 1 has already passed, the archiving will be implemeted April 1, if there is no objection here, but March 1 in following years. --[[User:Nosimplehiway|Nosimplehiway]] 13:15, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Discussion:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=12950</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=12950"/>
		<updated>2007-03-03T13:08:07Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &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;
===Entrance text===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New text|&lt;br /&gt;
suggest_scope=Entering places|&lt;br /&gt;
suggest_description=At the moment, if as a ghost I enter a hut (at any rate), I get the message &amp;quot;You step inside.&amp;quot; As I leave, I get &amp;quot;You climb outside.&amp;quot; Now I'm pretty sure it said somewhere that ghosts are supposed to 'float through the jungle' and whatnot, so shouldn't the same apply to buildings. I suggest that the text be changed to something like &amp;quot;you float through the wall&amp;quot; - or something better, I'll leave that to Simon.|&lt;br /&gt;
suggest_time=19:50, 24th February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:slayerofmuffins|slayerofmuffins]]|&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;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;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;
&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;
&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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===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;
&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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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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===Statistics: New Statistics===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=players|&lt;br /&gt;
suggest_description=The current statistics pages display Shartak's top explorers, top gold collectors and top killers - however there are other roles to play in the game.  This suggestion is to simply record and display a number of statistics that are currently not viewable on the statistics page such as 'wounds healed', 'spirits banished', 'items traded' and so on.&lt;br /&gt;
&lt;br /&gt;
'''Wounds healed''' wound be the number of times that a character uses a first aid kit or healing herb on another character (personal healing should not be counted if that's possible?).  It would allow a 'top healers' page.&lt;br /&gt;
&lt;br /&gt;
'''Spirits banished''' would be a simple count of spirits banished, and would allow a 'top exorcists' page.&lt;br /&gt;
&lt;br /&gt;
'''Items traded''' would reflect active trading between settlements - so items traded with the home trader would not count.  It would allow a 'top traders' list, which could be perhaps displayed on the same page as the 'wealthy characters' and allow readers to compare the two lists.|&lt;br /&gt;
suggest_time=03:33, 26 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Based on a discussion on the forum - [http://forum.shartak.com/index.php/topic,122.0.html Suggestion: New Statistics?] - '''Wounds Healed''' should be based on HP healed, '''Items traded''' should be based on trades with a trader where the trader is happy to see the character.--[[User:Johan Crichton|Johan Crichton]] 01:20, 5 February 2007 (UTC)&lt;br /&gt;
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===Boost Ad Revenue With Random Reinforcement Schedule===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=players|&lt;br /&gt;
suggest_description=Simon has ads on the wiki and in the game, right? Well, presumably the number of times these links are followed increases his ad revenue. I think when you click on an ad it should open the ad in a seperate window, as usual. But, there should also be a 10% chance of opening an additional window. This window would have a randomly generated code. When the code is spoken by a character in game, the character gains 10 additional AP. Obviously, this would be one time only per page hit. Increases ad revenue and gives savvy players additional AP. Everybody wins!&lt;br /&gt;
suggest_time=20:15, 5 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=Comment here, please.&lt;br /&gt;
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ehh... 10% is rather high. Couldn't I just go around refreshing the page with the 10% chance of getting 10 AP? 10 AP is nice, but also high. Perhaps like 10-25 gold? Or possibly like 50  -[[User:Che|Che]] 03:35, 6 January 2007 (UTC)&lt;br /&gt;
:The 'opens in new window' bit is done entirely by whichever advert provider I happen to be using at the time. As such, it's not easy/possible to add extra code to do the above suggestion. Incidentally, ProjectWonderful ads (generally the animated graphic ones) are pay-per-day rather than per click or per impression. As such it doesn't make any difference to ad revenue how often you click them. --[[User:Simon|Simon]] 20:43, 9 January 2007 (UTC)&lt;br /&gt;
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=== Bridges ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players, Landscape|&lt;br /&gt;
suggest_description=Some sections of the river should have rapids or run fast: &amp;quot; You slip in the fast current and are dragged underwater. You hit your head on a rock and die.&amp;quot; To deal with this, create bridges, with NPC &amp;quot;trolls&amp;quot; or tollmasters. &amp;quot;Tollmaster Troy, holding a large axe, snarls at you, &amp;quot;Pay me one gold coin if you want to cross this bridge!&amp;quot;, and shakes his axe at you.&amp;quot; Players then have the opportunity of either paying him or attacking him. A bridge allows more opportunity of player interaction, plus keep gold coins in circulation.|&lt;br /&gt;
suggest_time=|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Could be tricky to implement although it's a nice idea. The random 'slip in water and hurt self' part could be done for particular stretches of water, although there are only 2 real rivers on the map at present. --[[User:Simon|Simon]] 20:45, 9 January 2007 (UTC)&lt;br /&gt;
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:More rivers would make exploration more easy through more ready access to fresh water supplies --[[User:Johan Crichton|Johan Crichton]] 22:13, 9 January 2007 (UTC)&lt;br /&gt;
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::I had guessed a troll would be a dumbed down (ie. less complicated) version of the trader. He doesn't exchange anything, he just takes gold and lets you pass. If you try to pass without paying him, he hits you with his axe, for a big HP toll, or possibly fatally. The troll might have a 100 HP life like a trader, so it'd be possible to kill him if you were up for it. I'd guess he would be multilingual, so both outsiders and natives you easily understand him (therefore not putting either class of players at a disadvantage if they didn't know foreign tongues). As for the existence of rivers generally, fresh water supplies are indeed handy, but (as someone who has never encountered alligators) there should be some peril involved in navigating a river. - [[FirstAmongstDaves]]&lt;br /&gt;
:::Yeah, Dave, some peril would be good, whether in the form of rapids, more active alligators, piranha, a disease like typhoid or whatever. Rivers historically have been useful for transportation, power and water, but also occasionally dangerous. I don't think a troll per see really fits the feel of this game, though. I, myself, have XP farmed the boundary between a river and the sea. Well, I guess technically I was in a estuary. In any case, I farmed it for weeks right next to a swamp and I think I encountered one gator.--[[User:Nosimplehiway|Nosimplehiway]] 16:14, 10 January 2007 (UTC)&lt;br /&gt;
::::Well not a &amp;quot;troll&amp;quot; per se, since that sounds mythical and not in the ethos of the game, but more a tollman with a bad temper. Given the colonists are ostensibly English, and Shartak is in the Spanish Main, he could be Spanish, I guess. &amp;quot;Fernando the Tollman&amp;quot; and &amp;quot;Pedro the Tollman&amp;quot;? With a silly accent? &amp;quot;Pay me uno gold coin if you want to cross zis bridge, amigo!&amp;quot; - [[FirstAmongstDaves]]&lt;br /&gt;
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===Profile Modification: Display last kill information===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=All character profiles|&lt;br /&gt;
suggest_description=In a character profile, the game displays information about what the character has killed in the game - e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NPC kills:''' 293 (Animals: 293; Shamen: 0; Traders: 0)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Natives killed:''' 6 (Raktam: 1; Dalpok: 1; Wiksik: 4)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Outsiders killed:''' 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 'Died' line in a character profile displays information about when the character last died (if they've died) and where their death was at the hand of another character, lists which character that was - &lt;br /&gt;
e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Died:''' 11 times (last time was 200Y-MM-DD HH:MM at the hands of DarthVisor).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion is that the 'Kills' entries in the character profile be modified to include information about the last kill - e.g.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''NPC kills:''' 293 (Animals: 293; Shamen: 0; Traders: 0; last kill: Giant Squid)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Natives killed:''' 6 (Raktam: 1; Dalpok: 1; Wiksik: 4; last kill: Suggestiondox)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Outsiders killed:''' 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1; last kill: Nyarlathotep)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if that's possible to be implemented.&lt;br /&gt;
 |&lt;br /&gt;
suggest_time=00:55, 5 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:08, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Classes&amp;diff=12949</id>
		<title>Suggestions:Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Classes&amp;diff=12949"/>
		<updated>2007-03-03T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Class}}&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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: &amp;quot;Missionary&amp;quot; might be a better term, I think, than priest. It carries a better message for the whole colonial thing. I like the idea of having religious figures in the game. Makes it a tad more realistic.--[[User:Wifey|Wifey]] 06:40, 28 March 2006 (BST)&lt;br /&gt;
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: The Missionary / Priest would be a better counter class to the Shaman, which are the religious type of the Natives, rather than the technological. In addition, A better counter class to the scientist would also have to be made. Perhaps spy? As in the Native spy had been spying on / stealing technology from the scientists?--[[User:Zydd Soral|Zydd Soral]] 17:02 25 July 2006&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scientist (Rename) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class, rename|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist.|&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;
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*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
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*I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
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*I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
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*I vote we change the name to doctor because it would be more historically accurate given the chronological context of the game, as most merchant/exploration vessels had doctors, and the majority of doctors during the era where highly educated, trained and scientific. --[[User:A for anarchy|A for anarchy]] 00:42, 23 July 2006 (UTC)&lt;br /&gt;
:*With the recent skill changes for scientists, it certainly makes sense for them to be renamed doctors. [[User:Arminius|Arminius]] 00:21, 27 August 2006 (UTC)&lt;br /&gt;
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*The broadest term I can think of for this is Academic. That covers doctors, scientists, professors, priests, artists, missionaries, whatever. In the early colonial era, pretty much if it can read, it's an Academic. --[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:19, 28 November 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. &amp;quot;Doctor&amp;quot; suggests that the character does nothing but heal while &amp;quot;scientist&amp;quot; suggests that a player's options are more open (as they are). The new name would be a constraint (if only an artificial one) on a scientist's play style. Classes should be different, in my opinion, but they should not be narrow. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:37, 27 August 2006 (UTC)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)&lt;br /&gt;
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)&lt;br /&gt;
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''&lt;br /&gt;
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)&lt;br /&gt;
::::I actually don't think this would be very fun. Animals couldn't use ANY items (ok, maybe monkeys could use the GPS ;), communicate with anyone other than others of their kind (except for out-of-game), couldn't &amp;quot;level&amp;quot; unless whole new sets of skills for each animal class were created and tested. They would essentially exist to eat, and avoid being eaten; not unlike real animals, but not very fun compared to the other classes.--[[User:Jackel|Jackel]] 19:17, 8 March 2006 (GMT)&lt;br /&gt;
:::::Not very fun?  Elephants would be the only characters capable of swinging trees for great damage, monkeys get to swing in trees to avoid attacks and better chances of plucking fruit from the trees, crocs get drowning capability, parrots get all the talking capabilities plus faster movements,  tigers get uber-stealth plus throat-bite, wild boars have charging damage, and the deer get to prance about looking pretty.  But yeah, would require a lot of new sets of skills.  Maybe polymorph should be a skill. --[[User:Frisco|Frisco]] 03:44, 10 March 2006 (GMT)&lt;br /&gt;
:The general idea of playing a sentient animal strikes me as a little too silly.--[[User:Wifey|Wifey]] 07:01, 28 March 2006 (BST)&lt;br /&gt;
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=== Native Pirate ===&lt;br /&gt;
Natives should have a pirate equivalent. Natives from nearby islands perhaps? They would have canoes in the water like the pirate ship but they would be more like huts as there would be more than one of them with less stuff in each. Native pirates would have 65 HP and start with a fish and a spear.--[[User:Darkferret|Darkferret]] 04:19, 1 April 2006 (BST)&lt;br /&gt;
:Not every Outsider class has to have a Native equivalent nad vice versa&lt;br /&gt;
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=== Mountain Men ===&lt;br /&gt;
&lt;br /&gt;
i dont know if there are any mountains in the game, as i havent played for long, but there should be a new group of units known as the &amp;quot;mountains men&amp;quot; they would have their own breed of warriors, shamans, etc... they could climb on the mountains (as others could not, atleeast not without a new skill know as &amp;quot;mountain climbing&amp;quot;) this could totally change the game and expand the map, as these new &amp;quot;mountain men&amp;quot; would have their own technical &amp;quot;world&amp;quot; seeing as they just ventured past the mountains and found life so they would have certain items only attainable up in the mountains, like ice, which could act as an &amp;quot;anti&amp;quot; wound where it heals you 1 hp every 3 turns or so and would melt after several days. this could also open up an entirely new class, know as:&lt;br /&gt;
&lt;br /&gt;
trader, they can be played from any view point, mountain trader, native trader, etc... and they would start out with several items (maybe gold too) and they would be like shamans, when you attack them it says &amp;quot;they skillfully dodge you&amp;quot; but instead of never hitting, chances are just extremely low, traders could not attack other players unless they are defending (ie, someone attacks them first) they would have their own skill tree that would include:&lt;br /&gt;
&lt;br /&gt;
+Mountain Climbing&lt;br /&gt;
 +Veteran Climber (uses only 1 AP traversing mountains)&lt;br /&gt;
   &lt;br /&gt;
+Camper (can make wooden huts, but for 60 AP and several required items, huts can be perishable, or collapsable, maybe even just one hut per trader that can be moved)&lt;br /&gt;
&lt;br /&gt;
+Salesman (can set up shop and act like the trading post NPCS)&lt;br /&gt;
 +Bargain Hunter (better chance of finding things, maybe 25%)&lt;br /&gt;
&lt;br /&gt;
all traders (could) start out with al knowledge, as in, outsider knowledge, native, etc... thus letting them communicate better)&lt;br /&gt;
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traders would be seen differently, as in, they could be yellow, where mountain men would be brown.&lt;br /&gt;
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Items would follow (my ideas):&lt;br /&gt;
&lt;br /&gt;
Club: like machete, can cut through trees and has 20% chance to hit&lt;br /&gt;
Rock: easiest projectile, acts like blowpipe, single use, button added &amp;quot;find rock&amp;quot; in-game&lt;br /&gt;
Rope: can tie people up until they spend 10AP getting out&lt;br /&gt;
Log: acts like greatsword, dealing 8 damage (geez, what, a log swung at you wont do big damage?)&lt;br /&gt;
&lt;br /&gt;
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CAVES: could also be implemented, they would act like huts, can only be carved on with a machete or club (as in, a man beats a meessage into the soft rock.. i dont know how though...)&lt;br /&gt;
GREAT CAVE: would act like an exclusive mountain man power-up, it is basically a great hall, when searching, there is a 20% better chance of finding food and rocks, also where shaman is, and trading post.&lt;br /&gt;
&lt;br /&gt;
MOUNTAIN TOP: several of these would be implemented, once at the top, players could see the island, getting to the top would be like entering a hut, except it would look like this&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(down)  (empty spot)    (up)                 &lt;br /&gt;
&lt;br /&gt;
moving onto a down, or up, would move players up or down a floor, mountains would usually be 10-15 floors, sometimes &amp;quot;creatures&amp;quot; could be found, heres my &amp;quot;creature&amp;quot; list:&lt;br /&gt;
&lt;br /&gt;
Bat, 1dmg    8hp   (basically, a mountain parrot)&lt;br /&gt;
Dire Wolf, 4dmg  25hp (a strong tiger)&lt;br /&gt;
Gremlins, 5 dmg 50hp (they are like, disgruntled mountain people)&lt;br /&gt;
&lt;br /&gt;
other creatures could be added.&lt;br /&gt;
once at the top of the mountain, players could see the island in DETAIL, as in, the island would be viewed in blocks, like urbandead, except players could be seen, no names, justthe number of people.&lt;br /&gt;
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suggestions would be appreciated&lt;br /&gt;
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'''Comments:'''&lt;br /&gt;
*Honestly... I don't like it. I don't mean to be rude or harsh. I can see that you've put a lot of work into this. Still, it seems like it would be a lot of work for poor Simon with very little gain. I mean, what ''really'' distinguishes them from the natives and outsiders? They go up mountains? They get a special and highly complex area of the map only available to them? Again... I don't like it.--[[User:Wifey|Wifey]] 06:49, 28 March 2006 (BST)&lt;br /&gt;
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===Mysterious Beings===&lt;br /&gt;
&lt;br /&gt;
Ok, so, in several survivor movies, there are aliens on the island, (thinking of lord of the flies) and sometimes the aliens just turn out to be people or sumtin, anyway, aliens could decieve players by disguising themselves as either outsiders, or natives, a button could be placed that would function like an attack button:&lt;br /&gt;
 Disguise:| outsider| native| Mountain Man|&lt;br /&gt;
and etc. if a disguised alien is killed, the player recieves a small exp bonus, as they just killed someone acting fishy and saved their village etc...&lt;br /&gt;
&lt;br /&gt;
:I can already see the rampant spying and problems this would cause. Why would anyone want to play as just an Outsider or Native anymore? These super beings would enjoy all the benefits of both without any of the drawbacks. Anyways, I doubt Shartak will ever support extraterrestrial life. --[[User:One of many doctors|One of many doctors]] 16:45, 8 April 2006 (BST)&lt;br /&gt;
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===Ghosts===&lt;br /&gt;
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when ghosts die they should have the option of going to the &amp;quot;necropolis&amp;quot; which would be where there are no plants or trees, and special &amp;quot;ghostly&amp;quot; items could be found. if one so unlucky outsider or native were to step into the &amp;quot;necropolis&amp;quot; they could be:| A. turned instantly into a ghost because of miasmas in the air| B.  able to be attacked by ghosts, but not attack back| have something unlucky happen, like an item is taken away at random, or 25 hp is taken away|&lt;br /&gt;
the necropolis could also have a &amp;quot;ghost&amp;quot; trader that would act like a normal trader, but would have items for cheap. now, when i say &amp;quot;cheap&amp;quot; i mean at the cost of no items, bear with me now, items in necropolis would not cost items, yet cost EXPERIENCE to &amp;quot;buy&amp;quot; from the trader, thus balancing the &amp;quot;necropolis&amp;quot;&lt;br /&gt;
several abilities could be introduced making entirely new classes for ghosts:|&lt;br /&gt;
* '''ghostly charm''' ghosts cannot be seen by outsiders unless attacking&lt;br /&gt;
** '''ghostly weaponry''' allows ghosts to hurt the living, but can also be attacked.&lt;br /&gt;
&lt;br /&gt;
* '''ghost bag''' allows ghosts to search and find items like normal players&lt;br /&gt;
** '''ghost hands''' allows ghosts to use items&lt;br /&gt;
&lt;br /&gt;
* '''ghost glyphs''' allows ghosts to &amp;quot;bless&amp;quot; players and ghosts (as ghosts will be MUCH weaker than players, like, only 15-25 hp)&lt;br /&gt;
** '''ghostly whisper''' blesses a LIVING player and allows them to funtion as a ghost for 50AP per blessing&lt;br /&gt;
** '''angry aura''' +1 attack strength, -5% to hit lasts 50AP (blessing)&lt;br /&gt;
*** '''sad aura''' -2 attack strengh (no negatives) +40% to hit, lasts 50AP(blessing)&lt;br /&gt;
** '''disipated aura''' can move like a ghost, 1AP for every move, lasts 50AP(blessing)&lt;br /&gt;
*** '''observant aura''' can explore squares around location without visiting them, 50AP(blessing)&lt;br /&gt;
**** '''godly aura''' +2 attack strength +30% to hit, lasts 100AP,(blessing)&lt;br /&gt;
&lt;br /&gt;
godly aura requires atleast 3 blessings to be bought.&lt;br /&gt;
special weapons that are available only to ghosts with &amp;quot;ghost hands&amp;quot; and arent shown in inventory if revived, but are still there:|&lt;br /&gt;
ghost sword same stats as machete, except +10% to hit&lt;br /&gt;
ghostly fluid: acts like first aid kit&lt;br /&gt;
sacrificial ectoplasm: acts like poisonous berries|&lt;br /&gt;
&lt;br /&gt;
the entire ghost tree (aside from blessings) will look like this:|&lt;br /&gt;
*'''living knowledge''' (acts like outsider knowledge and native&lt;br /&gt;
**'''ghostly Commune''' allows ghosts to talk to humans&lt;br /&gt;
*'''ancient knowledge''' +1 to attack damage +10% to hit&lt;br /&gt;
**'''ancient plethora of knowledge''' +15% to hit, does stack.&lt;br /&gt;
*'''lost and found''' outsiders and natives often lose things, this skill allows ghosts to &amp;quot;search&amp;quot; for items &amp;quot;lost&amp;quot; by them&lt;br /&gt;
*'''wraith form''' allows ghosts to  be seen but can only talk and move, no other actions&lt;br /&gt;
**'''polterghiest form''' uses energy (10-20AP) to swing objects around, 40% chance of hurting everyone in block with 1-2 damage|&lt;br /&gt;
|&lt;br /&gt;
POLITICS|&lt;br /&gt;
|&lt;br /&gt;
ghosts can purchase &amp;quot;politics of the gods&amp;quot; as a skill and can run for &amp;quot;office&amp;quot; in the &amp;quot;necropolis&amp;quot; one single ghost will be elected and can demand sacrifices from villages who will have a &amp;quot;pot&amp;quot; in the center of town that players can &amp;quot;donate&amp;quot; items and dead bodies, if the &amp;quot;uber ghost&amp;quot; is not please, said persons can send &amp;quot;plague down on towns&amp;quot; such as 10 elephants rushing in, or the trader and shaman to leave for a short time.|&lt;br /&gt;
uber ghosts can also reward villages that &amp;quot;donate&amp;quot; a nice amount by sending prizes and so on to the shamans, anyone in the same block as a shaman will be told:|&lt;br /&gt;
&amp;quot;the shaman bows his head and hands you __________ because the village has pleased the gods&amp;quot;|&lt;br /&gt;
and so on... ghosts can be impeached by ghosts and villages combined, players go to a shaman and click the button &amp;quot;i dont like our ruler&amp;quot; -or- &amp;quot;i like our ruler&amp;quot; and ghosts do the same while in the &amp;quot;necropolis&amp;quot; &lt;br /&gt;
players can only vote once every election and impeachment and ghost political power lasts for 3 months at most. on the last day of said impeachment, any players (regardless of where they are) are shown buttons saying &amp;quot;keep our ruler&amp;quot; or &amp;quot;dont keep our ruler&amp;quot; impeachments can be started if several players (50) complain that the ruler is bad by clicking the button &amp;quot;i dont likee our ruler&amp;quot; at thee shaman or necropolis, these players have already voted if the impeachment starts&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I'm having a similar reaction to this as I did to the Mountain Men. You're not proposing a new class; you're proposing a new faction. I see a whole lot of suggestions, all quite complitcated and required to fit together in some intricate network that will ''supposedly'' improve gameplay for everyone. Really, what I see it doing, though, is adding a new faction to a game that has yet to grow into its two-faction system. Ghosts are supposed to be scary and all (and there's a skill that lets you scare people), but now they're attacking people? I think that, if anything, the first new ghost-related thing that should be added is a shaman-only skill for bringing back the dead.--[[User:Wifey|Wifey]] 06:59, 28 March 2006 (BST)&lt;br /&gt;
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**I agree that this is far too complicated, but I don't think reviving should be shaman-only. That gives the natives a big fat advantage. It'd be fine if it was open to the Outsiders as well (probably as a scientist skill: Scientists have basically the same skill tree as the Shaman, including the rest of the spirit skills that are already in).&lt;br /&gt;
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===Suggestion Name===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A Nomad Class|&lt;br /&gt;
suggest_scope=To help spice up native relations|&lt;br /&gt;
suggest_description=Outsiders Have Pirates to help spice up their game. However Natives have been thrown to the side and are just being Raided on. I think that the Natives need a sub-class to help spice up their game.I think having Nomadic Hunters/Warriors could be just that, they were once a full fledged village but other natives attacked and dwindled their Power. The Nomads from their small camp east of the mountain now hunt game and people with Spears. They still resent the other natives for what they did. .|&lt;br /&gt;
suggest_time=23:28, 7 September 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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=== Different Pirates===&lt;br /&gt;
How about different classes of Pirate, making them a completely separate group from the Outsiders? There would still be Pirate/Outsider relations as there are Native/Outsider relations now, but the Pirates would have a completely new group (one of the features of this is a different text font, like natives are green)&lt;br /&gt;
             &lt;br /&gt;
Name:     - Description:                                               Starts with:&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
Bandit - Exiled natives, who join the pirates at the shipwreck.             Machete + Knife&lt;br /&gt;
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Bucaneer - Your average rating pirate, a blank slate to be worked on.       Cutlass + Rum x3&lt;br /&gt;
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Armsman - Battle hardened pirates who've seen many battles.                 Flintlock/Cutlass + 10gc&lt;br /&gt;
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Privateer - Pirates who work for a country, when not proforming piracy.     Flintlock/Rifle/Cutlass + Ammo/sharpening stone.&lt;br /&gt;
&lt;br /&gt;
Privateer class should be more of a cross between soldier and pirate, being able to use a rifle. If the flintlocks suggestion is implemented, then they have flintlock and ammo, if not, then rifle and ammo and if they cant have rifles, then cutlass and stone. &lt;br /&gt;
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I think these could realy separate the pirates from the other classes, giving them a more diverse feel. i'm not as much of a pirate player as i was when i first wrote this suggestion, but i still think that the island would be more even between the powers (eg, privateers are more likely to drift into outsider towns and bandits into native ones, while the others are more likely to be wreck-dwelling.) and the flintlocks suggestion! i'd like to see some more suggestions for it people! [[User:Rozen|Rozen]]&lt;br /&gt;
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{{profile|4862|Rozen}}&lt;br /&gt;
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Suggestions please!&lt;br /&gt;
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How about Armsman starting with Flintlock and Bullets and a Privateer class? [[User:Darkferret|Darkferret]] 20:37, 27 November 2006 (UTC)&lt;br /&gt;
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Sorry i was an age replying, i didn't check back here until now, and i was actualy coming to delete the suggestion. I'll make a privateer class, and revise some of the things, and try to make it look more like a table, but i suck at wiki programing so it'll just be dashes unless Che saves my ass again. and the flintlocks suggestion hasn't been aproved, but i'll still put it in. thanks for the feedback! [User:Rozen|Rozen]]&lt;br /&gt;
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===Medic/Witch Doctor===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Medical class|&lt;br /&gt;
suggest_scope=Healing characters|&lt;br /&gt;
suggest_description=With scientists searching the island for all things new and shamans defending their villages from the dead, noone really has the time to really help the injured. Medics and Witch Doctors have the skills needed to effectively restore their patients health. Starting with 50HP and a FAK/herb they can learn to make FAKs/herbs and use less AP collecting supplies and healing. I don't think it would be practical to the game, but a zombie skill would make it really fun.--[[User:Darkferret|Darkferret]] 01:31, 21 September 2006 (UTC)|&lt;br /&gt;
suggest_time=01:31, 21 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Scientists are now serving as the Outsiders' medics.  I would be interested in seeing natives get a healer class, and in seeing Outsiders get an anti-spirit class, though.  Maybe medicine-man and priest?  Incidentally, the FAK production skill has already been suggested (which isn't to say that I dislike the idea). [[User:Black Joe|Black Joe]]&lt;br /&gt;
:I suggested that scientists should be the antispirit class with the Camera suggestion. Advanced triage and Emergency first aid are not out of place for a scientist, but scientists are really supposed to be more investigative than healing. Medics may share these skills with scientists, making them similar, but they would have a few more medical skills while scientist have more scientific skills. These extra skills don't have to be exactly the same as the ones I suggested. [[User:Darkferret|Darkferret]] 13:58, 22 September 2006 (UTC)&lt;br /&gt;
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===Hunter===&lt;br /&gt;
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Alright, well, I think the natives should have a class devoted to hunting animals. They would start out with a poison blowdart gun, and a knife. The class would have a special skill tree specially for hunting animals, and here it goes....&lt;br /&gt;
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Snipe- Be able to shoot an animal from a square away. Must be using either a blowdart gun or a rifle to be able to do this. Consumes 2 AP. &lt;br /&gt;
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Camoflage- Be able to use the enviroment to be able to hide yourself. 1/2 a chance that the animal you are attacking will not be able to see you/attack you. &lt;br /&gt;
&lt;br /&gt;
Maim- The ability to cripple or critically injure an animal. 20 percent chance that the animal will have the status 'Blood loss.' Can only be inflicted with a machete, knife, dagger, or heavy sword. Perhaps a rifle.&lt;br /&gt;
&lt;br /&gt;
Animal call- Use a special animal call to lure animals. Affects a certain amount of squares, and works only on cetain animals. (I doubt a squid could be called.)&lt;br /&gt;
&lt;br /&gt;
Dart manafacturing- With this skill, a hunter could spend maybe....5 AP to make a poison dart. This would be great because the hunter would be using the blowdart gun a lot, and it'd put more use to the blowdart gun. &lt;br /&gt;
&lt;br /&gt;
Aim for vitals- 40% chance to inflict bonus on an animal, if using a ranged weapon. &lt;br /&gt;
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(Yes, I know this sucks. I would just really love to see a class like this for the natives, and  there would need to be a class for the outsider's, like the hunter. Comments?)&lt;br /&gt;
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We need to wikify this, but i couldn't even do it to my own suggestion. I think that this is essentialy a good idea, I love the dart manufacture thingy but Aim for Vitals seems a little extreme, but I dont think the outsiders need a class for the hunter. If you look at the game stats you'll see that the number of outsiders to natives is very off balance. I think this would encourage more people to be natives. [[User:Rozen|Rozen]]&lt;br /&gt;
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I was thinking about suggesting an inventor class for the outsiders. -Keiichi&lt;br /&gt;
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===Settler/Villager Expansion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class Enhancement|&lt;br /&gt;
suggest_scope=Settlers and Villagers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
&lt;br /&gt;
Currently the Settler/Villager class has little flavor, other than foraging. Logically, the settler/villager should be a very numerous group on this island. The Outsiders have come to colonize, and the Natives have managed to survive here. So, how do we encourage players to run settlers/villagers? By giving them abilities no one else has access to, abilities that focus on what settler/villagers do in most cultures: the simple basic work of extractive industry (farming, fishing, etc), business, personal service and construction. &lt;br /&gt;
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I propose that a new skill tree open up available only to settler/villagers. It will be the same for both Outsiders and Natives. Many of the skills here have appeared previously on the suggestions page; I have just combined and refined them. &lt;br /&gt;
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Pirates do not currently have an analog to settler/villager. They are here to rape, burn, pillage and leave, not to build a farm and a town.&lt;br /&gt;
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:(An essential part of the class is a new item called &amp;quot;'''Work Tools'''&amp;quot;, a blanket term used to describe such things as saws, nails, hoes, shovels, brooms, seeds, mortar, cookpots and the like. These can be found in Simon created villages with a 5% search. They have the same chance of breaking as a machete, representing that they have been used up. No settler/villager skill can be used without them.)&lt;br /&gt;
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'''...Settler/Villager Only Skills'''&lt;br /&gt;
:'''Pioneer''' - This villager/settler gains additional XP by clearing the land. When XP is awarded for chopping jungle, the bonus is 2 XP instead of 1XP.&lt;br /&gt;
::'''Clear the Land''' - This villager/settler can convert jungle land at density 0 to a new terrain called &amp;quot;Cleared Land&amp;quot;, so that jungle does not regrow there. The effect lasts for 7 days (ie 7 resets of the server). Repeated uses of this skill resets the date. No natural items (herbs, mangoes, etc) can be foraged on this land during that period, except as provided by further use of settler/villager skills. Use of this skill costs a single 10 AP action and consumes a set of Work Tools. The description of the area is changed to something like, &amp;quot;Someone has cleared and leveled this land. There are few weeds and rocks.&amp;quot;&lt;br /&gt;
:::'''Sow the Field''' - On cleared land, this villager/settler can plant crops. This costs 5 AP and consumes one set of Work Tools.  There is a base 10% chance of a plant springing up the next time the server resets. There are equal odds of it being a banana tree, a mango tree, a berry bush, a plot of herbs or a bush of poisonous berries. If the planting is successful, anyone in the square has a 10% chance of finding a fruit, herb or berry of the appropriate sort. If the planting fails, the decriptor appears: &amp;quot;Here lies a fallow field, full of nasty weeds and hungry insect pests.&amp;quot; For search purposes, it is now grassland. &lt;br /&gt;
::::'''Green Thumb''' - Instead of a 10% chance of a successful use of Sow the Field, this villager/settler has a 20% chance of a plant appearing.&lt;br /&gt;
::::'''Reap the Harvest''' - This settler/villager search percentage for planted trees, etc, increases to 20%. &lt;br /&gt;
:'''Fishing''' - This villager has double the chance of finding a crab on a beach, and a 5% chance of finding a fish in water, either fresh or salt. Mechanically, fish are the same as a mango or banana.&lt;br /&gt;
:'''Trader''' - This settler/ villager works as a merchant, selling items on the open market. They may transfer items directly from their inventory to the inventory of others. This transfer cannot occur between characters with the same IP address, the number of transfers is limited to five per day per IP address, and costs 1 AP. Payment for this item (gold, a heal, whatever) may be arranged through roleplaying. If the receiving character does not have room in their inventory for the item, the AP is lost, but the item safely remains with the merchant.&lt;br /&gt;
:'''Man Friday''' - Some servants might be a cook, a butler, a tailor or even a common prostitute, but whatever they are the services they provide (good food, a clean hut, mended clothes or, ahem, comfort) make life more comfortable for the upper classes or tribal chiefs. At the cost of 5 AP and a set of Work Tools, which are consumed, they may give another character 3 AP. This transfer cannot occur between characters with the same IP address. If this transfer raises the receiver above their maximum AP, the AP are simply lost.&lt;br /&gt;
:'''Construction''' - On land already cleared using Clear the Land, this settler/villager can build a hut. This hut costs 25 AP and consumes a set of Work Tools. It may be entered just like any hut in the established towns. However, when the Jungle reasserts itself, ending Clear the Land, the hut collapses, dumping its inhabitants outside. A hut cannot exist on the same square as a tree, berry bush or any other item. As usual, a sign can be hung from the door. A hut cannot be built on beach or mountain. If built in a swamp or grassland, it is not susceptible to collapse from the jungle reasserting itself and will exist until purposefully destroyed.&lt;br /&gt;
&amp;lt;del&amp;gt;::'''Build Wall''' - The settler/villager can build a heavy barricade. This costs 50 AP and consumes two sets of work tools, but effectively converts Cleared Land to a Wall, mechanically identical to impassable Mountain. The Cleared Land on which it is built will not revert back to jungle on it's own. Rather, Demolition must be used to turn it into Jungle density 0, with the description: &amp;quot;A large pile of rubble is strewn about the ground&amp;quot; remaining until the server has reset twice.&amp;lt;/del&amp;gt;&lt;br /&gt;
:'''Fire Pit''' - The settler/villager spends 5 AP and expends a set of work tools building a large bonfire on Cleared Land that does not contain anything else, such as huts, trees, walls, etc. Any PC can sit next to the fire for warmth. No animal may enter a square with a fire. The fire has a 10% chance of burning out each hour, and burns out automatically when the server resets. A message appears within ten squares: &amp;quot;A fire burns nearby.&amp;quot; &lt;br /&gt;
'''...Available to All Classes'''&lt;br /&gt;
::::...but especially beloved of right jolly pirates! Yargh!&lt;br /&gt;
:'''Demolition''' - The character can demolish existing buildings and walls. Use of this skill costs 25 AP and consumes a set of Work Tools. When used, the character has a 50% chance of destroying a hut or a section of wall. A message will alert anyone present that &amp;quot;Character X has burnt the hut to the ground! Nothing remains but a few nails and smoking embers.&amp;quot; If the attempt failed the message would read: &amp;quot;Character X is attempting to destroy this hut. He managed to pry loose one piece of decorative woodwork and kick a soffit, ineffectively.&amp;quot; Either of these messages are visible to anyone in the same square, inside or out. Structures built by Simon are unaffected.&lt;br /&gt;
:'''Burn the Fields''' - A farm field can be ruined by a a character using this skill. This will be necessary, on occasion, to get rid of poisonous berry bushes. This costs 10 AP and consumes a set of work tools. It returns the field to Jungle at density 0, undoing the effects of Clear the Land. A message will alert anyone present that &amp;quot;Character X has burnt the fields and destroyed the crops!&amp;quot;&lt;br /&gt;
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suggest_time=17:18, 20 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here, please:&lt;br /&gt;
:I, and it seems several other people on the suggestions page, would like the opportunity to actually build something on this island. Currently the game is setup like Doom. With these additions, it will gain the ability to be played like an interactive SimCity, without losing the combat aspects. I don't think there is a danger of the island being overrun and essentially paving paradise to build a parking lot, since the new settlements require constant maintenance to prevent the jungle from re-asserting itself. (Besides, what does Haiti look like today?) Also, it will encourage movement around the island, as settlers/villagers need to return to established villages on occasion to search for Work Tools or for a revive. --[[User:Nosimplehiway|Nosimplehiway]] 17:18, 20 December 2006 (UTC) &lt;br /&gt;
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I think there's a lot here and would be a load to program and a big weight on the server. It seems to be a massive adaptation to the mechanics of the game too, compared to a lot of the other suggestions like new weapons or FAK edits [[User:Rozen|Rozen]]&lt;br /&gt;
::You're right, it is a lot, but doesn't need to be implemented all at once to be effective. In fact, it would probably be more effective to sort of trickle it into the game, skill by skill. Each time folks seem to be getting bored, and user hits are down, introduce a new one.&lt;br /&gt;
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::Server load I know almost nothing about, except that currently terrain is managed (I think) using the RNG. There is a certain chance each day that jungle density will increase. Is this condition &amp;quot;rolled&amp;quot; and instituted daily? Cleared land on the other hand doesn't need to be dynamically managed all the time. If it is not maintained by a player and no one interacts with it, it reverts to Jungle 0 in seven server resets. A tree is really just a tag that says &amp;quot;When a player is in coordinates (xx.xxx, yy.yyy) change their screen to provide a button. If the player selects this button there is X% chance of adding a particular item to their inventory list.&amp;quot; I suppose you could simple up farming by changing it from a permanent tree givignt he same fruit all the time to a new terrain type called orchard or farm field, with a high chance of finding fruit, berries or herbs of a random type each time. Having more huts to enter is probably the biggest server hog, but then certain other games involving highly intelligent zombies (ahem) have a truly vast number of interior spaces. Oh, also, I intentionally had the building and demolition skills operate on a high AP, high chance single action instead of a HP system to save server load.&lt;br /&gt;
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::As far as programming issues, maybe yes, maybe no. I consciously designed it so most of the skills either are changes in degree, rather than type, such as Pioneer, or they are player driven ways to introduce objects which already exist, albeit with new names. Most of the objects are just adaptations of existing objects: a fish is a mango found in water, work tools use the same basic mechanic as a knife (it is a necessary item before an action is available) and most changes are actually just allowing players to place objects which Simon already has and places himself (huts, fruit trees, terrain editing). Trader and Man Friday transfer points from one character record to another, a straight forward mathematical formula similar to using a FAK. The only thing that seems as if it would need an altogether new template would be Fire Pit, which requires a new, slowly expendable item and limiting the range of NPCs. Are there any slowly expendable items in the game? I suppose a low jungle density behaves like that, in a programming sense. Limiting an animal's range is already done. Ever see a monkey in the ocean, or a shark in the middle of Wiksik?&lt;br /&gt;
:::LOL - not sure about monkeys in the ocean, but there's apparently a giant squid in the jungle! -- [[User:Simon|Simon]] 19:59, 21 December 2006 (UTC)&lt;br /&gt;
::::Mmmm, Calamari.--[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)&lt;br /&gt;
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::No, I think the main fear expressed over building on the suggestions page has not been programming difficulty or server load, but the chance of the island getting overrun with development which never goes away. I doubt that will be a problem since the jungle reasserts itself after 7 days of no upkeep and, especially, since pirates and others can take Demolition and Burn the Fields. This does change the game, from one of jungle exploration to one of building settlements and fighting over teritory. But then, how exciting is it to say, &amp;quot;Look, I have discovered a block of dark green jungle I have never seen before, just like the last 100 blocks of jungle&amp;quot;? The temple complex and caves can only stay fresh for so long, and require constant work on Simon's part to upgrade. These suggestions are a sort of delegating on Simon's part. They will ensure that the map is always shifting, always changing, always providing new things to look at, interact with and do. Heck, with these changes even Simon can explore the island and be surprised.&lt;br /&gt;
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::Gertrude Stein once famously wrote that the problem with Oakland is that &amp;quot;there is no there there&amp;quot;. On Shartak, I want there to always be a there there. --[[User:Nosimplehiway|Nosimplehiway]] 16:15, 21 December 2006 (UTC)&lt;br /&gt;
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Well then...if the server can hold it without me having to download a package (not that i dont trust Simon not to pollute me with viruses) then i can see no real problem. you'd get bunches of people going around burning huts anyway (HKers) so the jungle wouldn't realy need to assert itself much. BUT what about walls? impasable seems implausable, but i cant think of anything better. [[User:Rozen|Rozen]]&lt;br /&gt;
:I struggled with walls, I did, and there is a logical flaw with walls. And it's a biggie. Early colonial settlements and many tribal societies made use of walled barricades and fortresses, so I wanted to include them. The most realistic way to represent them would probably be through a hit point system, similar mechanically to chopping the jungles, except that it would be impassable until at 0 and not regenerate on it's own. I used the mountain as a sort of placeholder to suggest the existing mechanic closer to what I was looking for (an object with a binary, rather than linear condition).&lt;br /&gt;
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:Today, though, I realized the problem with the whole wall thing: &amp;quot;how do you Demolish something you can't touch?&amp;quot; (An impassable wall can't be stood upon to be attacked, and the game does not currently support interacting with objects outside of the square occupied.) Possibly the wall simply falls down after a certain number of days, requiring constant maintenance, leaving Jungle 0 behind? Maybe implement some wallbusting object (a cannon? siege engine?) or skill (Wall-icide?) that allows a charatcer to enter the square and thereby destroy the wall, similar to how entering Jungle 10 with a machete automatically reduces it to density 9? Maybe the act of trying to enter the wall reduces it's strength (like jungle density) and eventually causes destruction. This one is a stumper for me, frankly, and walls may have to go.&lt;br /&gt;
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:But that's the thing with my suggestion, because it is really a compilation and distillation of several other suggestions, it can be implemented piecemeal and work fine. The only things really dependent on one another are the opposed skills of Construction and Demolition, and the agricultural skills and Burn the Fields. Implemementing the former without the latter would quickly have Shartak looking like a vast shanty town or the corn fields of Iowa. --[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)&lt;br /&gt;
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Well, if the ability to build things is implemented I really think it should be available to all classes at least to some degree. I am a soldier and would like to be able to set myself a small hut in the jungle where I could maintain land. I think i'm not theo nly one that would like to see construction and be diosappointed to see it limited to a single class. --[[User:Dracul|Dracul]]&lt;br /&gt;
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===Swordsman===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class|&lt;br /&gt;
suggest_scope=Outsiders (not pirates)|&lt;br /&gt;
suggest_description= New outsider Class that has the following Skill Tree: &lt;br /&gt;
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'''Fencing:''' +10% to hit with sword weapon (not other weapons, including machete and cutlass)&lt;br /&gt;
*'''Expert fencing/Riposte:''' Doubles the percentage of Balanced Stance making it 30%&lt;br /&gt;
*'''Grace:''' Halves chances of breakage with swords&lt;br /&gt;
*'''Parry:''' Reduces opponent's chance to hit with a melee weapon by 5%. Ranged weapons are unaffected.&lt;br /&gt;
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suggest_time=21:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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eh yeah, but is it all that diffrent than the Soldier? It'd be better to add these onto the soldier's skill tree than make a whole new class. -[[User:Che|Che, slayer of Arminius.]] 13:37, 23 February 2007 (UTC)&lt;br /&gt;
:'''Re:''' That would make the soldier way too powerful. They already have nasty rifle skills, they don't need to power up their melee as well. --[[User:Odysseus|Odysseus]] 21:04, 23 February 2007 (UTC)&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=12948</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=12948"/>
		<updated>2007-03-03T13:07:03Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[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;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&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;
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* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Build - BOATS ===&lt;br /&gt;
'''''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 basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
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we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 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;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 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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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 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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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 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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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
&lt;br /&gt;
Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
&lt;br /&gt;
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
&lt;br /&gt;
I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
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===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
&lt;br /&gt;
With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
&lt;br /&gt;
*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
&lt;br /&gt;
If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
&lt;br /&gt;
The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
&lt;br /&gt;
*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
&lt;br /&gt;
Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
&lt;br /&gt;
*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
&lt;br /&gt;
As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
&lt;br /&gt;
*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
&lt;br /&gt;
Percentages to catch fish:&lt;br /&gt;
&lt;br /&gt;
*With '''Beginner Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)&lt;br /&gt;
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=== First Aid tweak ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= A tweak to First Aid, the skill that follows from Triage|&lt;br /&gt;
suggest_scope= All classes|&lt;br /&gt;
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|&lt;br /&gt;
suggest_time=00:50, 04 December 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Aco|Aco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)&lt;br /&gt;
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===Triage Change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Triage Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.&lt;br /&gt;
&lt;br /&gt;
So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|&lt;br /&gt;
&lt;br /&gt;
suggest_time=15:41, 19 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tintin|Tintin]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Contact List/Tracking Mastery Integration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, improvement|&lt;br /&gt;
suggest_scope=All or Scout/Explorer|&lt;br /&gt;
suggest_description=Expert Mastery is overly canned as fairly useless, as it's a touch aimless and the amount of AP you put in to tracking means it's kind of easier to just go walking about randomly and see what you bump into rather than bother with the pesky 'Look for Tracks' button. However, if one knew WHO one was tracking, they might spend a little more time using this skill. It's stupid to have EVERYONE's name pop up in the tracking interface, but what if you were able to recognise the tracks of those in your contact list?&lt;br /&gt;
It stands to reason that if they are in your contact list, you are quite familiar with them, and if you're a Master tracker, you'd be able to recognise their tracks. So, why not incorporate that into Master Tracker? The usual stuff would come up, native here recently, outsider went south-west, but with this addition: &amp;quot;You recognise tracks of The Malice, here recently. They lead south-west.&amp;quot;&lt;br /&gt;
We could make this a Scout/Explorer specific additional tracking skill at the end of the Tracking tree.|&lt;br /&gt;
suggest_time=02:49, 12 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Mining.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads.  Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|&lt;br /&gt;
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas.  I wondered if it might be possible to mine for rock to build roads in the jungle.  These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained.  Mining could be its own skill tree with multiple types of mining yielding different resources.  Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location.  Tools of various sorts would probably also be required which would eventually break and need to be replaced.|&lt;br /&gt;
suggest_time=14:51, 26 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:GreyA2|Grey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=12947</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=12947"/>
		<updated>2007-03-03T13:06:32Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== 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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&lt;br /&gt;
=== 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;
&lt;br /&gt;
''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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&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''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 and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
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1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
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2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
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The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
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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;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&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;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
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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;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===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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=== 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;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&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;
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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;
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Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)&lt;br /&gt;
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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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Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]&lt;br /&gt;
&lt;br /&gt;
Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]&lt;br /&gt;
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Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&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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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&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; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Shovel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|&lt;br /&gt;
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|&lt;br /&gt;
suggest_time=05:14, 20 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)&lt;br /&gt;
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===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
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suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
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9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
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suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:06, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=12946</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=12946"/>
		<updated>2007-03-03T13:04:27Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: &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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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== 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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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== 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;
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suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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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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&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&lt;br /&gt;
* 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;
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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;
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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;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===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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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&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;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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		<author><name>Nosimplehiway</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=12849</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=12849"/>
		<updated>2007-02-22T14:38:38Z</updated>

		<summary type="html">&lt;p&gt;Nosimplehiway: /* Major game change */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== 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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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== 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;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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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;
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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;
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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;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===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;
&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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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&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;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
 &lt;br /&gt;
Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
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A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Nosimplehiway</name></author>
		
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