Suggestion:20080607 Flashlights

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This suggestion was voted as spam and closed for voting, with 2 keep, 7 kill, and 8 spam votes.



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20080607 Flashlights

Schizoidgull

Fixed by Cheese

Suggestion type
Item

Suggestion scope
Survivors in dark buildings

Suggestion description
A flashlight would help out survivors in dark buildings by increasing attack chances to 75% of normal, instead of 50%, thats all it would do, it wouldnt help search rates or healing rates at all locations and search rates: Mall sporting goods stores: 6% armoury barracks: 4% junkyards: 2%, it would have a 4% encoumberence, if you think this would make survivors to strong then maybe someone could suggest a skill that allows zombies to see in the dark but for right now im just suggesting the flashlight, and remember it is almost nothing like a portable generator.


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 author vote^-Schizoidgull 18:20, 7 June 2008 (BST)-^
  2. Keep - The game needs more pointless stuff like this. We don't need to be able to slap a person with a newspaper and being able to do so does not do anything for the game or anyone in it, but that's in the game! Just make the % for the attack lower next time, way lower.--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 00:13, 8 June 2008 (BST)

Kill Votes

  1. Strong Kill - Dark buildings were only just put into play. I wish everyone would stop suggesting stuff already. -- THELORDGUNSLINGER 18:43, 7 June 2008 (BST)
  2. Kill Would have made more sense as helping searching, oddly enough in buildings with hardly any items of value (minus the armoury). - User:Whitehouse 19:15, 7 June 2008 (BST)
  3. Kill - 75%?!? HAHAHAHAHAHAHAHAHAHA Oh, my, that's just... well, that's just ... Are you sure this isn't a "humorous" suggestion because I am laughing my ass of here. And all the reasons I gave on the Talk:Suggestions page to boot.--– Nubis NWO 19:22, 7 June 2008 (BST)
  4. Kill - I kept reading for the batteries part and never found it. Show me the secrets of your magical flashlight that never needs batteries. --Riseabove 19:31, 7 June 2008 (BST)
    Re:as soon as you show me the secrets of the magical gps unit, mobile phone and portable radio, gotcha there didnt i, but seriously i dont know maybe theyre solar powered or maybe its the new flashlight that you can just shake to recharge^-Schizoidgull 19:57, 7 June 2008 (BST)-^
  5. Kill - Increases attack percentage too much. It would work better by helping find items than fight, as I imagine it would be harder to kill someone with an axe or shotgun while holding the flashlight at the same time. --ZsL 20:57, 7 June 2008 (BST)
    Re:your attack rate in a dark building would still be lower than in light, it would only be at 75% normal, if thats to much what do you think would be appropriate Schizoidgull 21:54, 7 June 2008 (BST)
  6. Kill - I realize that with survivors at a mere 63% of the game's population they're on the verge of extinction, and the darkened buildings change will be the lever that pushes them into total oblivion. But this is still a bad idea. Odds are this is another item that already exists in the game, but is not specifically mentioned. If Malton had no flashlights all you'd do in darkened buildings is bump into things and hurt yourself.--Jiangyingzi 22:26, 7 June 2008 (BST)
  7. Kill - Darkened buildings are a great addition to the game, they have the potential to break up suburbs that are totally caded and powered by requiring a larger amount of survivor coordination in retaking them. This will hopefully mean that some buildings are left darkened and ruined because they just arn't worth the effort to retake. Oh, and the batteries reasoning for killing this is ridiculous, wind up torches (often including a universal mobile phone charger) are commonplace. Just visit your local K-Mart sometime -- boxy talki 02:35 8 June 2008 (BST)

Spam/Dupe Votes

  1. Spam – While there are numerous other suggestions for flashlights, the mechanics on this one are completely different, so this is not a dupe. However, survivors can 100% negate the penalty with generators, or better yet, incorporate dark buildings into their strategies. (Gasp!) Summary: No. ᚱᛁᚹᛖᚾ 18:05, 7 June 2008 (BST)
    Re: sure it has about 5% the penalty( encoumberence) but it only has about 5% the benefits^-Schizoidgull 19:57, 7 June 2008 (BST)-^
  2. Spam - Spam, spam, eggs and bacon. Spam, spam, spam, sausage, spam. Seriously, this suggestion is awful, overpowered, and completely unnecessary. Seriously, stop trying to change darkened buildings just because it is an INCREDIBLY SLIGHT nerf to harmanz.  Billy Club Thorton  T!  RR  19:51, 7 June 2008 (BST)
  3. flashlight dupe - i feel like i am ruining your party by doing this --Scotw 19:55, 7 June 2008 (BST)
  4. Spam - Too early, and too powerful. --Druuuuu OcTRR 20:03, 7 June 2008 (BST)
  5. Spam- As Jiangyingzi and others. --Emot-siren.gif LABIA on the INTERNET Emot-siren.gif Dunell Hills Corpseman The Malton Globetrotters#24 - You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| TMG 00:23, 8 June 2008 (BST)
  6. spam- As others, but there IS a skill to boost zombie attack rates in the dark; it's tangling grasp --Larspcus2 02:21, 8 June 2008 (BST)
  7. Spam- As pretty much everyone else. --This is you talking hurrrrr - Crypto LOL 04:07, 8 June 2008 (BST)
  8. Spam - As above --The Grimch U! E! WAT! 06:03, 8 June 2008 (BST)