Suggestion talk:20081008 Wear and Tear

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Wear and Tear

Timestamp: RosslessnessWant a Location Image? 20:01, 5 October 2008 (BST)
Type: Ruin change.
Scope: Malls?
Description: Large buildings with multiple floors and shops have more systems and areas that are likely to be destroyed or damaged by zombies, and become harder to repair, especially as malls are a major battleground in Malton. However because of their size they require more effort to ransack.

In Game Terms

Mall squares take 7 ransack attempts to ruin, but once ruined deteriorate at twice the rate of smaller buildings (repair costs = 2ap a day).

Discussion (Wear and Tear)

Please savage.--RosslessnessWant a Location Image? 20:01, 5 October 2008 (BST)

I agree with malls, they're repaired fairly quickly anyways. What sort of other buildings would be affected? --  AHLGTG THE END IS NIGH! 22:40, 5 October 2008 (BST)

Initially it was an idea to make things slightly less/more mall specific, but all large buildings? --RosslessnessWant a Location Image? 22:51, 5 October 2008 (BST)

I'm a bit skeptical about this. Sure malls get repaired pretty quick, but having to pay a 28ap repair cost per square after two weeks (I'm no expert, but I would imagine that that is a pretty standard time) is a darn lot. I don't have an issue with the RP reason though. Linkthewindow 23:11, 5 October 2008 (BST)

Malls get repaired pretty fast. Zombies usually lose interest in a mall almost as soon as it's been emptied. I've been in several mall sieges and I stay in the mall after it's taken, and there's usually less than 10 zombies inside (total) after two days. In my experience a week is a bit on the long side of being in ruins for a mall. --Midianian|T|T:S|C:RCS| 16:31, 6 October 2008 (BST)
Thats true. I guess a 14 AP repair isn't that bad. However, it could prove for some interesting gameplay changes (as suggested by someone below. Will zombies try to keep a ruin in their hands for a 200AP+ repair? Linkthewindow 08:14, 7 October 2008 (BST)

Hmmm, not bad. Although i think the cost to ruin should go up a bit more so that the tipping point is higher than 3 and a half days, say to maybe 5 days (10ap per square). Also i think this should apply only to malls as the other places are barely worth the effort as it is. --xoxo 00:34, 6 October 2008 (BST)

As long as Suicide repairs are possible I don't see what it matters as far as the rate of Decay (in so far as it might be considered a Survivor Nerf) ...Id support it. Conndrakamod TAZM CFT 08:41, 6 October 2008 (BST)

So slightly favourable, but a debate about the number of ransacks needed? 10 seems the highest, 7 the lowest. What people think? (Yes i am asking for feedback on talk suggestions that may lead to me changing the suggestion before taking it to voting. Don't be scared.)--RosslessnessWant a Location Image? 17:25, 6 October 2008 (BST)

Well Ross, I think it's a great idea personally. From my experience malls do get repaired very quickly and this makes more sense, adds realism to it. As I can't imagine a mall being the same size as a club for example. Still, I think 7 attempts is enough to be honest. Looks good to me! Acoustic Pie 17:58, 6 October 2008 (BST)

I'm not opposed to this idea, but I'm not sure what in-game problem it fixes, really. And, malls only get repaired quickly because zombies choose to move on other targets fairly quickly... --WanYao 20:11, 6 October 2008 (BST)

It doesn't fix anything really. Its a tweak, if it was implemented i think it would be interesting to see whether it encouraged zombies to salt the land more, or encourage survivors to retake quickly, or move away from malls to other trp's (the horror!), i just feel its slightly more realistic (which in itself is no valid reason), and its not game breaking, plus the last news we had was in, what August? And that was just to say monroeville was shutting. --RosslessnessWant a Location Image? 20:30, 6 October 2008 (BST)

Yeah, I like this idea. It would certainly give zeds a reason to hang around malls after they've taken them - at the moment, as soon as a mall falls, most of the zeds wander off to the surrounding TRPs to pick off the survivors that made it out, leaving the few that stay in the mall to be headshot and dumped one by one over the next day or so. --Target Practice 03:12, 7 October 2008 (BST)

OK, im upping the ransack cost by one. I will probably post this up tomorrow. --RosslessnessWant a Location Image? 18:26, 7 October 2008 (BST)

What about making it 3ap a day? I think the zombies should have to fork out to pay for this, but they should reap tasty rewards. 2ap hardly seems worth the hassle...Hmm maybe i just wanna bag me a 200+ repair :P --xoxo 06:01, 8 October 2008 (BST)


Add new discussion here

RE Fair enough, for the record I was equating a square with up to 8 shops and escalators inside (That's in the mall internal description?) as roomy. There is a downside, but then i feel there is an upside (An increased repair cost) (and a couple more ransack xp's.) --RosslessnessWant a Location Image? 20:22, 8 October 2008 (BST)
Responded to your comment on my talk page. Also, unless something's changed since the last time I broke a building, only the first successful ransack gives XP, the rest do not. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:39, 8 October 2008 (BST)
RE Noted, serves me right for checking my facts at xp. (Can someone move this as im only allowed 1 RE and my dinners on fire. Thanks)--RosslessnessWant a Location Image? 20:50, 8 October 2008 (BST)