Suggestion:20080325 Multiple Floors: Version 3

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20080325 Multiple Floors: Version 3

Cheese 11:46, 25 March 2008 (UTC)

Suggestion type
Building 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 voting again and I'm going to roll with some changes based on their ideas.

Basically, this will add 1 extra level to Tall Buildings (Towers, NTs, Hotels etc). This extra 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 1 extra level to be added on to Hospitals, Towers, NT Buildings, Hotels and Non-NT Office Buildings, basically, anything you can jump out of ('cept maybe hospitals). This will give you the option to move between the floors for 1AP. 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 (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 Lightly 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 barricades. 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 second 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.
    • Second Floor - Searches, Binocular Sweeps, Free Running in and out of the building, Suicides.

For NTs the following would apply:

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

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 from the second floor will involve tossing a body out the window for 1AP per body gaining the usual 1XP for doing so. There are no adverse effects to the body being dumped i.e no "pavement headshot" effect after being chucked out the window.

The Summary

  • An extra floor will be added to: Hospitals, NT Buildings, Towers, Office Buildings (Non-NT) and Hotels.
  • Survivors can move between the floors for 1AP.
  • Free Running is only possible from the second floor. If the second floor is ruined, then the usual ruin effects will apply to free running (i.e falling and hurting yourself).
  • Barricades between the floors can be a maximum of Lightly Barricaded. These can be attacked by zombies without their hit chance being halved (i.e similar to a crowbar for survivors).
  • There will be no doors so Memories of Life is not needed for zombies to move between floors.
  • Zombies can move between the floors for 1 AP with Lurching Gait and 2AP without.
  • Each floor can be ransacked and ruined individually so if the second floor is ruined free running will be impaired.
  • On the first floor: searches, entering and exiting at street level (Necronet Access in NTs).
  • On the second floor: searches, Free Running in and out of the building, Suicides, Binocular Sweeps (Syringe Manufacture in NTs).
  • Body dumping works as usual with bodies on the second floor being tossed out the window (no adverse effects to the person being dumped) for the usual 1AP/1XP per body.

I think this would add an interesting element to game-play and in my opinion would lead to some rather interesting new tactics. 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 Interesting. And don't you get an author vote or whatever it's called? --LH779 11:50, 25 March 2008 (UTC)
  2. Good Point - Author Vote. I got distracted by other stuff. :P -- Cheese 11:56, 25 March 2008 (UTC)
  3. Keep - A good change which would make attacks more interesting. --Pvt human 12:13, 25 March 2008 (UTC)
  4. Keep - I can't see anything wrong with this.--Studoku W! 12:30, 25 March 2008 (UTC)
  5. Keep - Adds a new element to the game without nerfing anyone. --FXI 14:30, 25 March 2008 (UTC)
  6. Keep - Have liked and still like all incarnations. Though 1 thing is i though it only cost 1 AP to enter a building fora zombie so it should only cost 1 AP to go up the stairs.--Carnexhat 16:22, 25 March 2008 (UTC)
  7. Keep - I like the suggestion very much, but having 3 floors was not bad. --Dott. Agasa 17:22, 25 March 2008 (UTC+1)
  8. Keep - This is looking very nice! I like it a lot more now.--KF 16:48, 25 March 2008 (UTC)
  9. Keep - I like it. --Beauxdeigh 18:43, 25 March 2008 (UTC)
  10. Keep - As everybody else. --Vandurn 19:50, 25 March 2008 (UTC)
  11. Keep - Uhh, seems UNDERpowered, if anything... --BoboTalkClown 20:07, 25 March 2008 (UTC)
  12. Keep - I like this version best, but I was a fan of the previous incarnations as well. --Zombie in Pajamas 20:37, 25 March 2008 (UTC)
  13. Keep - This'd be Frickin awesome, cuz I could let zombies into the upper floor, barricade it (and maintain it), EHB++ the ground floor, and simply pop up there now and again to kill some zeds. Although there should be slightly higher stair barricades. --Officer 123satsitx 21:24, 25 March 2008 (UTC)
  14. Keep - I will continue to vote for this. --Heretic144 23:45, 25 March 2008 (UTC)
  15. Keep -I like it. This suggestion just keeps coming back here...--Airborne88Zzz1.JPGT|Z.Quiz|PSS 02:07, 26 March 2008 (UTC)
  16. Keep - I liked it the first two times and I STILL like it.--Jamie Cantwel3 - [link] 06:13, 26 March 2008 (UTC)
  17. Keep - The changes make it both balanced and realistic from both perspectives. Should add an awesome desperate last stand mechanic to the game. --Ciaran Deckardson 10:35, 26 March 2008 (UTC)
  18. Keep - All systems go! It's a useful start to help make the buildings more functional. ~AriedartinTalkA KS J abt all 17:57, 26 March 2008 (UTC)
  19. Keep - I have always felt some form of multiple floors should be in the game. --Shazzelim 12:10, 27 March 2008 (UTC)
  20. Keep - Makes sense -Downinflames 07:06, 1 April 2008 (BST)
  21. Keep -Finally, a real advantage for those tall buildings- Rebel147 23:14, 7 April 2008 (BST)
  22. Keep - Yep. I like it. --Howard Bentley 04:14, 8 April 2008 (BST)
  23. Keep - Sure. For the third time, now. --Private Mark 04:36, 8 April 2008 (BST)
  24. Keep - You don't like it, vote kill instead of Spam. This is a good suggestion, and beats the survivor nerfs the zombie jihadists flock to. --TerminalFailure 21:27, 8 April 2008 (BST)

Kill Votes

  1. Kill - Ridiculous for all buildings to have only 2 floors. --Pgunn 14:47, 25 March 2008 (UTC)
  2. Change - Now we are getting somewhere. Things I still don't like: 1. Hospitals getting one more level (they are not tall buildings, are they?). 2. Free running to and from top level (this makes things too easy for survivors). 3. Generators limited to lower level (if you can plug in a generator in the ground floor, why can't you do it upstairs?). 4. Levels being ransacked and ruined separately (this is too much an AP drain for zombies). Points 1, 2 and 4 would just make it a big plain survivor buff. If you found a way to address them then perhaps it would hurt zombies less (although it would still hurt zombies). -- John RubinT! ZG FER 16:34, 25 March 2008 (UTC)
  3. Kill - Same as Funt. This would irritate me more than it would expand gameplay.  Billy Club Thorton  T!  RR  16:40, 25 March 2008 (UTC)
  4. Kill - As Rakuen. I don't want to traverse floors to free run. Also, spam is not a strong kill! --Vault 21:50, 25 March 2008 (UTC)
  5. Kill- Never have liked this concept and never will, have you not gotten a clue after so many versions? -- BKM 22:09, 25 March 2008 (UTC)
  6. 'Kill - third time ain't a charm. rationale is same as other kills, and same as on the first two tries. --WanYao 22:25, 25 March 2008 (UTC)
  7. Kill - I still dont like this suggestion. It seems like more of an AP drain on everyone. As Funt said, nobody wants to run up and down floors looking for people to heal.--Dr Doom86Phoenix2.gif T PSS 05:48, 26 March 2008 (UTC)
  8. Kill - This idea has come up a lot recently in various forms so I've had plenty of time to consider it. Tall buildings would be interesting, but the fun would turn into tedium real fast. Multiple levels beyond the current inside/outside is just too much. --FrozenFlame 06:45, 26 March 2008 (UTC)
  9. Kill - complexity -- boxy talki 10:18 27 March 2008 (BST)
  10. Kill - your previous ones are even better. complicated things like these will become very confusing to players. The "level" thing will be much better if this is a 3D online game with graphics and better pictures and not using "AP Mode". but kevan wanted this to be a browser-based, text-based game. --RayHanley 12:30, 28 March 2008 (UTC)
  11. Kill - Uneeded, unhelpful and a plain and simple pain in the ass! -- The Lethal Trio [Tlk|NTCS|RRF] U! E! 22:13, 4 April 2008 (BST)
  12. Kill - Both complicated and needless.--Luke Skywalker 14:19, 5 April 2008 (BST)
  13. Kill - its complicated and doesn't have much of a purpose as the cades between the floors are so weak as to be all but useless.--xoxo 04:42, 8 April 2008 (BST)
    Kill - as John Rubin & RayHanley --Explodey 18:06, 9 April 2008 (BST) Vote placed after deadline struck. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:30, 9 April 2008 (BST)

Spam/Dupe Votes

  1. Spam - how many times are you going to make me vote on what is essentially the same suggestion? My reasons are as before. It's going to make the game more irritating, for me, if, for example, I'm on the lookout for people to heal. --Funt Solo QT Scotland flag.JPG 13:32, 25 March 2008 (UTC)
    Re - You could just not vote on it. :P There are a few changes this time around: Hospitals are added, I've dropped the number of floors to two, Free Running is once again on the second floor, Cades have a maximum of Light, Zombies can attack the cades at full accuracy rather than half and I've fixed body dumping as well. -- Cheese 13:57, 25 March 2008 (UTC)
    Re - and that's why my vote is in the spam section - because the one thing you can't change is the central mechanic of the suggestion - the multiple floors - and it's that central mechanic that would be irritating. --Funt Solo QT Scotland flag.JPG 15:52, 26 March 2008 (UTC)
  2. As Funt - More irritating than helpful to anyone....--/~Rakuen~\Talk Domo.gif I Still Love Grim 14:36, 25 March 2008 (UTC)
  3. Spam - Overcomplicating a simple game and, frankly, I'm sick of seeing 'Multiple Floors' on the frigging suggestion page. --The Hierophant 16:56, 25 March 2008 (UTC)
    Re: :P There's only been 3 so far. -- Cheese 17:06, 25 March 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? (i just copyed and pasted from an earlier version of the suggestion) how many version does one suggestion get? --Scotw 20:06, 25 March 2008 (UTC)
  5. Look at the reasons I gave for your first 2 versions. I'm not repeating myself for a 3rd time. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:12, 25 March 2008 (UTC)
  6. Spam - i still don't like the concept. In spam section because tired of it --~~~~ [talk] 22:36, 25 March 2008 (UTC)
  7. Spam - So tired of this suggestion. Seems like so much more work, for such little payout, for everyone. --Druuuuu OcTRR 23:08, 25 March 2008 (UTC)
  8. Spam - I'd have normally voted "Kill", just as this seems like unnecessary overcomplication, but I fear this will greatly weaken survivors overall, on a game-breaking level, so I must vote "Spam" instead.--Kolechovski 20:33, 1 April 2008 (BST)
  9. Third time's not the charm.--ShadowScope'the true enemy' 04:29, 8 April 2008 (BST)