Suggestion:20080219 Multiple Floors

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20080219 Multiple Floors

Cheese 13:09, 19 February 2008 (UTC)

Suggestion type
Building Improvement

Suggestion scope
Tall Buildings

Suggestion description
This has been suggested before but from the ones I've seen they haven't been too successful. So I'm going to give this a go and see how my version gets on.

Basically, this will add 2 extra levels to Tall Buildings (Towers, NTs, Hotels etc). These extra levels can be barricaded (more later) and will change where different actions can be done and in the case of NT buildings change the way syringe manufacture and Necronet access will work (again, more later).

  • The Basics

First off, I'll give you a summary of how things will work in general. This suggestion will cause 2 levels to be added on to Towers, NT Buildings, Hotels and Non-NT Office Buildings, basically, anything you can jump out of. This will give you the option to move between the floors at 1AP per floor. The description of the building will change to let you know which floor you are on but you won't be able to see anything outside the building unless you use binoculars from the top floor. For free running, you can only free run out from the second floor, which is where you will enter if you free run in.

  • Barricading

Next, I'll talk about how the barricading will work in these buildings. So these won't become an impenetrable fortress where neither zombies nor survivors can enter, barricades between the floors can only reach Quite Strongly between the first and second floors, and Lightly barricaded between the second and top floors. Attempting to barricade any higher than this will yield a message similar to: You can't make the barricades any stronger without trapping yourself on this floor. This will prevent some random person declaring themselves King of Malton and EHBing themselves into the top floor where no-one can get them. As the barricades will be below Very Strong, then survivors will be able to move between the floors freely even if they are barricaded.
From the zombie perspective, they will be able to see the stairs, and the barricades, as usual. They will get a new option to attack the stair barricades at the usual chance for attacking them from inside, which I think is 30%. There will be no impenetrable doors between the levels so even zombies without Memories of Life can get upstairs to the tasty Harmanz up there as long as they are already inside. Again, a zombie can move between floors for 1AP.

  • Ransack and Ruin

Ransack will work as normal here except that each floor must be ransacked twice before the building itself is regarded as ruined. In other words, about 6AP to ruin it rather than 5 for a normal building.

  • The more complicated stuff

Right, now onto the next bit. This will involve changing the actions that can be performed at each floor. I was thinking of the following for non NT buildings:

    • First Floor - Searches, entering and exiting at street level.
    • Second Floor - Searches, Free Running in and out of the building, Suicides.
    • Third Floor - Searches, Binocular Sweeps, Suicides (more in a few minutes)

For NTs the following would apply:

    • First Floor - Searches, entering and exiting at street level.
    • Second Floor - Searches, Free Running in and out of the building, Suicides, Syringe Manufacture
    • Third Floor - Searches, Binocular Sweeps, Suicides, Necronet Access.

For just now, I'm going to suggest that find rates remain constant throughout the building so that nothing is specifically boosted (especially Syringes if they were the only thing found on the second floor).

  • Suicides

Suicides will now be noticed by every survivor in the building to different degrees depending on whether the person jumps from the top floor or the second floor.
Assuming Third Floor:

    • Third Floor - BillyBobMcBonjela throws himself out of the window. There is a soft thud as they hits the ground.
    • Second Floor - There's a loud scream from above and someone falls past the window. There is a thud as they hit the ground.
    • First Floor - There's a scream from high above and there is a loud thud as something hits the ground hard outside.

Assuming Second Floor:

    • Third Floor - There is a scream from below and a thud as something hits the ground.
    • Second Floor - Harry McCoolMintGel throws himself out of the window. There is a thud as they hit the ground.
    • First Floor - There is a loud scream from above and something hits the ground outside.

I think this would add an interesting element to game-play and in my opinion would lead to some rather interesting sieges. As usual, all comments are gratefully received and if need arises, I do take them into consideration when making improvements.

NOTE: I started typing this in the first part, then took it out to stick in the barricades part but forgot to put it back in: There is only one generator. It is located on the ground floor. If you destroy it, you cut power to the whole building. -- Cheese 13:26, 19 February 2008 (UTC)

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. Author Keep - Tis my suggestion. -- Cheese 13:11, 19 February 2008 (UTC)
  2. Keep/Change - I like the idea, but it could use some fine tuning. --Ciaran Deckardson 14:42, 19 February 2008 (UTC)

Kill Votes

  1. Take to discussion-This has potential but it's the kind of major change that really needs to be discussed on the talk page.-Studoku 13:21, 19 February 2008 (UTC)
  2. Take to discussion - this is a great idea, and i can see you thought it out well, but things like these are better to take to discussion and let others kick them around first--CorndogheroT-S-Z 13:30, 19 February 2008 (UTC)
  3. Take to discussion - I like the idea although I think some tuning in discussion would improve it. The 1st thing that came to mind was 'a zombie can move between floors for 1AP' that needs to be affected be lurching gait I think, so 2 AP for those without the skill.--DI Sweeny 17:13, 19 February 2008 (UTC)
  4. Discuss more first - Very interesting idea, not sure if it'd change the game in unwelcome ways, ideally should spend some time cooking with more inputs before a vote. --Pgunn 18:15, 19 February 2008 (UTC)
  5. Take to discussion - I had come up with a similar idea myself several months ago, but reaction on the discussion page was less than enthusiastic. Feel free to read through the idea itself and comments that I received. Perhaps it will help you to come up with something that the wiki community will support. -- John RubinT! ZG FER 18:21, 19 February 2008 (UTC)
  6. Discussion - Well thought-out, but needs to be discussed first.--osirus571 19:00, 19 February 2008 (UTC)

Spam/Dupe Votes

  1. Spam - Overcomplicated and overpowered, you are suggesting adding the equivalent of HB barricades on top of EHB barricades and then weakening Ransack and Ruin, and then improving movement, free running, and powered searches(3 generators to a building anyone?).--Karekmaps?! 13:18, 19 February 2008 (UTC)
    • Re : There will only be one generator for the whole building. I forgot to add that part in, but there will only be the one and it will be located on the ground floor. -- Cheese 13:24, 19 February 2008 (UTC)
      • That's a very significant change to the mechanics.--Karekmaps?! 13:40, 19 February 2008 (UTC)
        • Not really. As I said, I was going to put it in. I just forgot to repaste it back in. *shrugs* Minds like a sieve anyway. -- Cheese 13:44, 19 February 2008 (UTC)
          • How is it not really a significant mechanics change? It's the difference between three separately protected generators and one that can be destroyed on the first break in, it's enough that you have changed an large part of how generators would be used and where people would sleep.--Karekmaps?! 13:49, 19 February 2008 (UTC)
  2. I could have sworn I saw something like this in 2007...This Dupe won't count until a link is supplied. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:22, 19 February 2008 (UTC)
  3. Spam - overcomplicated with unresolved balance issues --~~~~ [talk] 16:23, 19 February 2008 (UTC)
  4. Spam - i think the suicide part alone would be a good suggestion, but in my opinion i think things should be changed a bit before i vote keep. specifically if or how it would affect searching, and why one generator? and here is a random thought - basements, if we are adding upstairs, should we also add downstairs?--Scotw 18:56, 19 February 2008 (UTC)