Suggestion:20070505 Syringe Manufacture

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20070505 Syringe Manufacture

Mark15. 02:15, 5 May 2007 (BST)

Suggestion type

Skill.

Suggestion scope

Survivors.

Suggestion description

Right now it costs 20 Ap to make a single syringe. My new skill would be called "syringe manufacture", and it would reduce the amount of AP required to make a syringe from 20AP to 15AP. I believe that this reasonable, and will not give survivors an "unfair" advantage over zombies. I realize that you could simply search a NT building and find syringes, but there is a very small chance that you will find a syringe. Why take a chance searching over and over again for syringes, when in one click of the mouse button you could simply make one using around the same AP used to find one.

Voting Section

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Votes that do not conform to the above may be struck by any user.

The only valid voting sections are Keep, Kill, Spam and Dupe. If you wish to abstain from voting, do not vote.


Keep Votes
  1. Keep Since manufacture syringe is crappy as it is, there's no reason not to improve it. - BzAli 13:15, 5 May 2007 (BST)
  2. Keep - Agreed. The Hierophant. 15:08, 05 May 2007.
  3. Keep - Syringe manufacture should be more efficient than searching a powered building, otherwise having a skill is pointless. This skill goes in the right direction, if not all the way, and so it gets my vote. Personally, I'd like to see the manufacture cost reduced even more, balanced by a lower search rate. --Uncle Bill 16:13, 5 May 2007 (BST)
  4. Keep - It's not unbalanced. Necronet Access needs some boosts; I've made suggestions that go that direction, but this is also a decent one. Going into negative APs is the main use of syringe manufacture, and I'd more often be wiling to go to -14 APs than -19APs. Any "survivor buff" this caused would easily be compensated for by the minor "behind the curtain" adjustments to syringe search rates that Kevan already makes. --Seb_Wiers VeM 16:51, 5 May 2007 (BST)
  5. Keep - Syringe manufacture is pretty rough on survivors. I don't even think I have manufactured a syringe before and I'm a avid reviver. I think this would definitely be an improvement. --Sonofagun18 05:58, 6 May 2007 (BST)
  6. Keep (Author) This would make it so that survivors wouldn't have to rely only on searing buildings to get a syringe. It could also save people time, if they do not wish to click on the search button over and over until they find a syringe. Mark15. 13:45, 5 May 2007 (BST)
  7. Keep - Syringe searching and manufacturing are way out of sync. I think that this suggestion would help significantly. --ZombieSlay3rSig.pngT 01:14, 6 May 2007 (BST)
Kill Votes
  1. Kill - Manufacturing syringes is the same as a 100% find ratio. Zergable simply by spending the extra AP cost, thus bypassing the penalty on search rates. Plus, it's still costs more AP than simply searching -- boxy T L ZS Nuts2U DA 12:23, 5 May 2007 (BST)
  2. Change Maybe if you could have empty revive syrynges (like after you lost one) That you refilled. That would get my vote.--Seventythree 14:03, 5 May 2007 (BST)
  3. What's the difference really? 15AP or 20AP... I found 2 syrings in 2 searches few weeks ago. Searching for them in powered building is more effective then manufacture (which also requires powered building). Such huge (20AP) manufacture cost is an atavism from the past, when reviving was balanced in much other way. So what, to decrese cost of production even lower? revives don't have randomity in success chances and if it would have equal cheap no-random manufacture - that would be bad combination. Personally i'd like to remove manufacture from the game totally. cut-off the sixth finger --Duke GarlandLCD 14:14, 5 May 2007 (BST)
  4. Kill What Duke said. Rasi 09:36, 5 May 2007 (EST)
  5. Kill Another RNG nerf. --User:Axe27/Sig 17:57, 5 May 2007 (BST)
  6. Kill - with 20 AP you've found 3 syringes or even more. but simply lowering the costs wont fix much. either it'll still be too expensive, or it'll give to much certiancy. But I agree that another fix for manufacture is needed. as it is an useless feature right now. removing features from the game is counter is not the anwser, fixing it is. Unfortunely this doesn't fix it.--Vista 21:39, 5 May 2007 (BST)
  7. Kill - The choice is to play smartly or not, you don't have to spend that 20AP. Whenever I'm in a powered NT building I always search because I can usualy get syringes in about 7 AP. Sure you may say "searching is better AP wise", thats true, but manufacturing is there to save time so you can get your ally back onto their feet as soon as posible. That's its strength. - JedazΣT MC ΞD GIS S! 12:18, 6 May 2007 (GMT)
  8. Kill - Other suggestions that adressed the same problem were better than this. --Matthew Fahrenheit YRCT+1 10:16, 14 May 2007 (BST)
  9. Kill - Just because the search rates are now better than the manufacture rates doesn't justify changing manufacture rates, it just basically guarantees that the 100% find is as likely, and in the future possibly more likely, than sarching and that shouldn't be the case cause the RNG is still around, that and it helps zerging as per above.--karek 07:26, 16 May 2007 (BST)
  10. As those above this vote. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:48, 17 May 2007 (BST)
Spam/Dupe Votes