Suggestion:20070718 Solar Panels - Edited

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20070718 Solar Panels - Edited

EchelonThree 13:59, 18 July 2007 (BST)

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Suggestion description
I brought up this one, and it lost out in voting, after the discussion, here are my changes to the proposal, still a bit of debate on the power they provide and how many can be rigged up at any one time.

The solar panel is not a generator itself, it's a method to make a generator's fuel last longer, by augmenting the electricity supply, it will let the generator use less fuel.

Multiple panels can be set up to provide a building with even more power.

To balance this "super-long-lasting fuel" generator as it may seem, the amount of power that each panel provides would be about only 5% of a building's power requirements, so if there's 1 panel set up, the generator will only have to use 95% of it's usual consumption per hour. a maximum of 10 panels can be connected to a single generator, allowing the generator to run at 50% strain, which means that a full tank will last you 240 hours.

Of course, if the generator is out of fuel and the panels cannot generate enough power, then the lights will go off anyway.

Also, to avoid giving too much of an advantage to survivors, solar panels aren't exactly inconspicuous, so panels will be noticeable, like if lights are on in a building. These will attract zeds to lay siege to said building. Panels will also be ransackable, upon which they are destroyed. they are similar to decorations

Upon destruction of the generator, all connected panels go out of commission until another generator is hooked up and the panels rigged back in. If the generator is destroyed but the solar panels are left intact, all one has to do is set up a new generator and rig it up, the generator will get the bonus immediately.

Since panels are relatively large, they will have an encumbrance of 15%. But only provide 5% of the generator's requirements. Panels will also be much more fragile than generators.

Finally, as a last downside to using panels compared to a generator is that they give no xp to survivors when destroyed, but 10 xp to Zombies when destroyed by them, making buildings with panels an even bigger target for zombies.

Of course, this would make relatively safe areas good places to set up panels, but then again, according to some, Caiger mall is safe.

The Vital Stats

15% Encumbrance Found in 1.5% Mall Tech Stores, 0.2% Streets, 1% Forts, 1.2% Factories Require a generator to work Maximum up to 50%

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

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

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

Keep Votes

  1. Keep What took you so long to put this up? Great Idea... --Seventythree 16:56, 18 July 2007 (BST)
  2. Keep - Live Earth was there for a reason. --Heavy DDR 18:55, 18 July 2007 (BST)
  3. Keep - Meh.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 19:20, 18 July 2007 (BST)
  4. Keep - i like it.--'BPTmz 22:49, 18 July 2007 (BST)
  5. Keep - Malls could use this. Doc Crook 10:01, 19 July 2007 (BST)
  6. Keep Well contrived but I'd suggest adding in something about fog; if it's foggy they won't work. This could also make Kevin put fog in about once a month, which would be cool! Karek is an idiot: You don't have to be a hippy to use Solar Panels. --DrBowman 18:05, 19 July 2007 (BST)
  7. KeepBetter than the last one,I dont see why not--Timo 1 22:49, 19 July 2007 (BST)
  8. Keep - Author vote as usual, we need all the support we can get. -- EchelonThree 13:04, 20 July 2007 (BST)

Kill Votes

  1. Kill - As has been pointed out fuel already lasts for 5 days - a long time. Fuel search rates contribue to the balance between survivors and zombies. If survivors in safer suburbs need a bit of a boost, then search rates should be increased in powered buildings that fuel can be found in. That would be a much more simple way to achieve the affect your solar panels tries to. And also, some of your suggestion does not make logical sense. 'arm. 03:31, 19 July 2007 (BST)
  2. Kill - as on the original. The flavor just doesn't work. too high tech.-- Vista  +1  11:03, 19 July 2007 (BST)
  3. Kill - This would promote Survivor obesity which is already a concern. Seriously though, five days is more then enough time and helps to keep game balance - as per 'Arm --Ryiis 18:58, 19 July 2007 (BST)
  4. Kill -- No, no, no! Power generation is just fine how it is. --Firemanrik 21:08, 19 July 2007 (BST)
  5. Kill - As above. --Druuuuu 19:20, 20 July 2007 (BST)
  6. Change -Solar panels should be attackable rather than ransackable, outerwise some lucky zombie might earn +100XP for 1AP.--AlexanderRM 02:55, 21 July 2007 (BST)
  7. Kill - I prefer wind turbines for my renewable power -- boxy T Nuts block it! DA 14:28, 25 July 2007 (BST)
  8. Kill - Oh, and solar panels are sooooo easy to come by in a zombie apocalypse, not to mention the technical expertise needed to set them up correctly with all the electricity. Would also create other problems in the game, like the ransack issue.--Sachaztan 09:42, 31 July 2007 (BST)

Spam/Dupe Votes

  1. Spam - No. --Sonny Corleone RRF CoL DORIS CRF pr0n 15:59, 18 July 2007 (BST)
    RE- Blank spam vote much? -- EchelonThree 13:04, 20 July 2007 (BST)
  2. Spam More optimism from Sonny! But seriously, I dont want solar panels in my zombie apocalypse. The average city has about 5, now every building in a green suburb would be covered in em. It would be easier to go out and get a fuel can then waste 500 AP covering your safehouse in solar panels.--Wooty 19:49, 18 July 2007 (BST)
    RE- I refer you to the old discussion which gives all the possible areas where panels may be found, you obviously don't know your stuff when you say that the average city has just 5 panels.... which should equate to about 5 streetlamps. -- EchelonThree 13:04, 20 July 2007 (BST)
  3. Spam First of all you didn't answer my question about the zombie ransack. How can they ransack the panels on the ROOF from INSIDE the building? This really seems pointless. Generators are already pretty "balanced". I mean they last for 5 days. If THAT isn't long enough for SOMEONE to find some fuel, you best learn to live without a generator. Also, if the generator is out, then so are the panels, so what is the benefit? You HAVE to have fuel. Without fuel nothing works (which is why this Of course, if the generator is out of fuel and the panels cannot generate enough power, then the lights will go off anyway. is confusing). Maybe if the panels could provide energy when the generators is empty, but that would be unbalancing.--Pesatyel 03:15, 19 July 2007 (BST)
    RE: Of course, unless Urban dead occurs at a time where there is no invention known as STAIRS..... i guess they'll have to find another way up to the roof, maybe a grappling hook, jumping, or velcro up the building, ya think? -- EchelonThree 12:58, 20 July 2007 (BST)
  4. Spam - Woodstock is dead hippy.--Karekmaps?! 09:48, 19 July 2007 (BST)
    RE- THAT was uncalled for, and THIS is spam itself.—The preceding unsigned comment was added by EchelonThree (talkcontribs) at an unknown time.
    Re- It's that bad and I agree with the others. Talk page is there for a reason don't RE every vote you don't like because it won't change a thing.--Karekmaps?! 14:43, 20 July 2007 (BST)
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