Suggestion:20080313 Multiple Floors (Version 2)

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This suggestion has been withdrawn for revision, the new version is Suggestion:20080325 Multiple Floors: Version 3.


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20080313 Multiple Floors (Version 2)

Cheese 20:05, 13 March 2008 (UTC)

Suggestion type
Buidling improvement

Suggestion scope
Tall Buildings

Suggestion description
This was suggested by me a few weeks ago and it got shot down over a few issues so I've taken it through discussion and I'm going to roll with some changes based on their ideas.

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 first floor, which is where you will enter if you free run in (more below). There will be one generator powering the whole building and it will be located on the ground floor, so if it is destroyed the whole building loses power.

  • 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 will be a maximum of Loosely Barricaded with no doors, therefore Pipes cannot be used as barricades for stairs. 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 only be loose, 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 a higher chance than attacking door barricades. I think the usual rate is half of your usual attack percentage so I suggest that you get the full attack accuracy when you attack stair barricades, for example a zombie with full Vigor Mortis Tree can attack at 50% accuracy rather than 25%. 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 and have enough AP to take down the Loose 'cades. A zombie can move between floors for 2AP without Lurching Gait and 1AP with it.

  • Ransack and Ruin

Ransack will work as normal here and each floor can be ruined individually so if the first floor is ruined, then free running is impaired and usual ruin effects will apply to it.

  • 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, Free Running in and out of the building.
    • Second Floor - Searches.
    • Third Floor - Searches, Binocular Sweeps.

For NTs the following would apply:

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

Body dumping will involve moving a body one at a time down each floor for 1AP and you receive 1XP at the end when you finally reach the street with it.

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. Please enjoy pulling this to pieces. :D


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 - A victory for commansence WHERE IN A TOWN WHERE; I geuss their would be a lot of zombie player trying to block this because that means they have more to ransack. SO HUMANS FIGHT FOR THIS... ZOMBIES FIGHT TO CHANGE this when u rasack one story u do if for all--The1doctor 09:45, 14 March 2008 (UTC)
    Um.... what? Try using some good spelling/grammar so people actually understand WHAT THE FUCK YOUR TALKING ABOUT!--/~Rakuen~\Talk Domo.gif I Still Love Grim 18:06, 14 March 2008 (UTC) Non author RE. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:38, 14 March 2008 (UTC)
  2. Author Keep - My suggestion. :) -- Cheese 20:07, 13 March 2008 (UTC)
  3. Keep - A few things I would tweak, but overall I really like it. More fun for everyone. --PdeqTalk* 20:09, 13 March 2008 (UTC)
  4. Keep - I've liked every incarnation of it. --Heretic144 22:04, 13 March 2008 (UTC)
  5. Change - Let people dump bodies from the top floors for 1 AP- I'd assume they chuck them out of the windows.--Studoku 22:16, 13 March 2008 (UTC)
  6. Keep - I like it.--Jamie Cantwell3 02:32, 14 March 2008 (UTC)
  7. YES YES YES Damn it - More fun for everyone.--Saromu sucks 12:12, 13 March 2008 (EST)
  8. Keep - It's interesting. It would change the game quite a bit though. --Pgunn 13:29, 14 March 2008 (UTC)
  9. Keep Change I like the idea behind it but as others the dump boddies thing is way to complicated and i like the imagery of dumping a dead body over the side of a building then listening for the gentel thud as it hits the ground. Also something else whichi cant quite put my fingre on.--Carnexhat 16:20, 14 March 2008 (UTC)
  10. Keep - Is complicated a bad thing? No. It is a good thing because it confuses people. --Vandurn 21:34, 15 March 2008 (UTC)
  11. Keep - Expand the game and make it more interesting, hell yes. --Pvt human 11:21, 16 March 2008 (UTC)

Kill Votes

  1. Kill - Overly complicated. Or else I'm underly smart. Either way. - Headshot Hal Talk 20:14, 13 March 2008 (UTC)
  2. Kill I don't like it... Hospitals often have more than one level, and many schools do. Oh... and how, exactly, does one free run onto the first floor of a building?--KF 20:26, 13 March 2008 (UTC)
    • Re: That's exactly what happens with buildings right now. Changing that would give an unfair advantage to survivors. If zombies have ruined the first floor, there is very little stopping the survivors getting reinforcements into the second floor (which is what was originally in this suggestion) and meatshielding the second floor from ruin before the zombies can get upstairs. Never really considered hospitals now I think about it...that can come later I suppose. -- Cheese 20:30, 13 March 2008 (UTC)
  3. Kill I think the survivors of Malton would quickly understand that throwing bodies out windows is a lot faster than dragging them down the stairs. - W 20:35, 13 March 2008 (UTC)
  4. Kill - Raises the AP cost of looking for survivors (or zombies) inside buildings, with no real game benefit. The map is pretty damn big already, I see no need to effectively make it bigger. Checking the entire interior of a tall building would cost 4 extra AP(2 moving up, 2 moving down) as a survivor, and potentially even more for zombies, which just makes things harder on everybody (zombies, newbies looking for people to FAK, survivors looking to clear buildings). Realism != fun. Maybe if there were only 2 levels (and hence less AP cost) it would be tolerable... but probably not. SIM Core Map.png Swiers 20:49, 13 March 2008 (UTC)
  5. Weak Kill - Sweirs, as usual, nailed it... While I like the idea in principle... well... what Sweirs said. Also, it doesn't make sense to FR from the ground floor -- you'd do it from a higher level! I just assume that the game currently factors in multiple levels already, "under the radar" so to speak. And it's only b/c tall building are, like, REALLY tall, that they have a couple of special properties. --WanYao 21:47, 13 March 2008 (UTC)
  6. Kill - I think the initial version was better. Anyway, 2 floors are too much. -- John RubinT! ZG FER 22:03, 13 March 2008 (UTC)
  7. Kill - i don't like the concept. sorry --~~~~ [talk] 22:27, 13 March 2008 (UTC)
  8. Weak Kill - I'm on the "dump bodies out the window" side of that argument. Otherwise, I really don't have a problem with this idea, as I like the idea of buildings taking longer to sweep. --Diano 22:59, 13 March 2008 (UTC)
  9. Changes, Please - Nice fixes, but I believe it can still use some work. For one, it needs simplification. E.G: Body dumping by the floor? Why not drop them off the roof? --Private Mark 23:41, 13 March 2008 (UTC)
  10. Kill - Sorry, but this seems unnecessary.  Billy Club Thorton  T!  RR  02:52, 14 March 2008 (UTC)
  11. Weak Kill I really like the idea of multi floored buildings, but I cannot vote to keep this suggestion without more refinement --Airborne88Zzz1.JPGT|Z.Quiz|PSS 03:48, 14 March 2008 (UTC)
  12. Kill - I agree with Swiers. It hurts everyone to increase the AP spent sweeping buildings, and bodies would more easily be dumped out of the window. Also, this ruins my dream of being "King of Malton."--Dr Doom86Phoenix2.gif T PSS 08:06, 14 March 2008 (UTC)
    Kill - Adding floors make the game much more realistic. but your suggestions and ideas have lots of things to be changed and makes it very messy. better have more improvements. --RayHanley 10:27, 14 March 2008 (UTC) Incorrectly signed: struck. --Funt Solo QT Scotland flag.JPG 08:09, 18 March 2008 (UTC)
  13. Kill - Realistic but overcomplicated, I would be really confusing for newbies.--  12:07, 14 March 2008 (UTC)
  14. ??? - I think the question marks say it all, but if you don't get it, it means this will cause confusion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:40, 14 March 2008 (UTC)
  15. Kill - K.i.s.s. -- boxy talki 14:55 16 March 2008 (BST)
  16. Kill/Change - Why should I have to drag a body through the entire building, when I can throw it out a window? Also, I would allow binoculars to be used on the second floor, but with a more constricted view. Allow free running on the top of a tall building, to the roof of another tall building. And finally, allow stairs to be barricaded to EHB. -Downinflames 18:27, 16 March 2008 (UTC)


Spam/Dupe Votes

  1. Spam - annoying for survivors and annoying for zombies. --Funt Solo QT Scotland flag.JPG 21:43, 13 March 2008 (UTC)
    • Re: I was waiting for a Spam from you mate. :P You should make yourself a Spam template and just stick a different reason each time you vote. -- Cheese 21:45, 13 March 2008 (UTC)
    Re - and an annoying Re - you've scored a hat trick! --Funt Solo QT Scotland flag.JPG 21:50, 13 March 2008 (UTC)
    Discussion moved to discussion page. --Funt Solo QT Scotland flag.JPG 22:26, 13 March 2008 (UTC)
  2. "The more complicated stuff" - Shoulda put that at the top of the suggestion.... otherwise as Funty...--/~Rakuen~\Talk Domo.gif I Still Love Grim 01:10, 14 March 2008 (UTC)
  3. Spam - I hate it in so many ways. --The Hierophant 04:21, 14 March 2008 (UTC)
  4. Spam – Complicated != Fun. ᚱᛁᚹᛖᚾ 07:34, 14 March 2008 (UTC)
  5. Spam - Overly complicated, and annoying... plus it'll ruin everyone's plans... did I mention it was annoying and complicated? DS TlkDevW!+1 13:55, 15 March 2008 (UTC)