Suggestion talk:20090114 Sprint

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    • Re But what if they're already injured? What if you infected a survivor before they realize they're under attack, and then you chase them to bring them as close to death as possible? Also, what is hiding in plain sight? How is that possible? --A Big F'ing Dog 16:36, 15 January 2009 (UTC)
      • Clicky the linky, mate. And, as I explained, the odds of a situation arising where this suggestion would actually work as intended are negligible. And if I do come across an injured survivor, why not just attack him normally??? Why, instead, put my character at the whim of a random number roll? Trust me, I have been in many a brain hunt with live actives, and one of two things almost always happens: they AP out outside and you kill 'em normally (very rare) -- or, most commonly, they get to a barricaded building before you can finish the job. In any event, chasing them to hell's half acre is a waste when there are other more important tactical tasks at hand. Like I said, it's pretty pointless and basically an AP wastage button. And if it allows me to sniff out survivors hiding in plain sight, then it's also spam-o-rifically unbalanced. --WanYao 16:54, 15 January 2009 (UTC) But Hagnat has a point about lag, I admit.... --WanYao 16:57, 15 January 2009 (UTC)
        • It only lets you follow survivors in an adjacent outdoor square. You must see them on the 3x3 map. It would not help with finding survivors within buildings in any way. As for rarity, it does happen if not every day, and injuring a survivor is always tactically sound since it forces them to waste a FAK. --A Big F'ing Dog 20:06, 15 January 2009 (UTC)
          • Ok, HIPS nerfing claim refuted. Fair enough. But I still maintain that it's pointless. First of all, you do not ever need to be FAKed up unless you're meatshielding. Spending on a FAK on someone who's, say, at 50 HP is a waste if they're not actively meatshielding, and even then... So, spending zombie AP just to injure a survivor down to 50 HP is also a waste of AP -- as I said, the suggestionj is an AP wastage button... And otherwise, why not just actually move there and attack him??? Next, merely injuring a survivor outside is by no means tactically justified, similar to how shooting zombies in the street is idiotic. Killing "street candy" is a different matter, but we're not talking about killing, are we? Just injuring... See, zombies don't exist just to bite people: organised zombies aim to kill in order to ransack buildings. So, imo this suggestion does nothing to help zombies, not really. And, finally, it's cosidered VERY bad form to RE-argue every single no vote was you seem wont to do. I understand you're attached to your suggestion and wish to defend it... Been there, done that, myself. But... well... yeah, bad form. --WanYao 22:22, 15 January 2009 (UTC)

Macro / Script

You actually can do this just as quickly (or very nearly so- certainly faster than the net-lagged mechanism you proposed as being required) with a script that creates a new "macro". Why? Because if you can see the survivor in an adjacent block, you have the profile. Thus, your browser doesn't need to wait to recieve and load the age showing the results of your move before firing of the command to make an attack. I do this fairly often using "ActOnProfile". If the survivor isn't there when you make the attacks, it does chew up extra IP hits, but it doesn't waste any APs. Not saying that invalidates the suggestion, but if its an effect you'd like to play with, why not give it a shot instead of waiting for the (unlikely) time when Kevan implements it. SIM Core Map.png Swiers 03:20, 16 January 2009 (UTC)

From Developing Suggestions

Sprint

Timestamp: A Big F'ing Dog 14:25, 9 January 2009 (UTC)
Type: Zombie Skill
Scope: Zombie players
Description: Movies have started to introduce fast zombies. Might be nice to acknowledge this theme somewhere in the game.

The sprint skill would be used for chasing survivors you see outdoors. When a human being is in an adjacent square zombies with the skill would have a sprint button. Clicking it would cost 2AP, and simultaneously move you into that survivor's square and perform a hand attack on them. It doesn't save AP, just saves you time so you're more likely to score more hits on a fleeing survivor. The survivor could still get away by going inside of course, sprint doesn't let you bypass barricades, it's just a better way of chasing down a runner.

What if there are survivors in multiple directions, or multiple survivors in a square? Sprint would have you attack the survivor that performed the most recent action in a location, so you'd attack whoever just ran there. If there are survivors in multiple directions then which way you go would be random - zombies aren't picky eaters. If you want to make sure you pursue the same person then you'd have to be slower, more thoughtful, and move after them the normal way.

Comments? Ideas?

Discussion (Sprint)

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-- Linkthewindow  Talk  21:36, 13 January 2009 (UTC)

Sort of a useless 'macro'.. A survivor that's active and fleeing, a hand attack, that's nothing. Perhaps if you grab and bite them, but that might be overpowered. What about changes to accuracy in either direction? Fast zombies have been acknowledged in Borehamwood with rage, also Lurching Gait. 14:43, 9 January 2009 (UTC)

A bite might not be overpowered because you still only have the 40% max chance of connecting. Geing better able to infect fleeing survivors would be useful, for the occasional times you see an active survivor outdoors. Alternatively, what if the hand attack received a 10% accuracy bonus for being a pounce? --A Big F'ing Dog 15:51, 9 January 2009 (UTC)
most of the live fights i have ever had have been as my zed chases down some hapless idiot as he desperately searches for an entry point and its bloody hard to catch them so something like this might mean i get a hit or 2 in before they escape so i can't see why not. --Honestmistake 17:10, 9 January 2009 (UTC)
Yeah, that's when this would be useful. It wouldn't kill anyone (most of the time) but it would let you get a few hits in, and possibly infect them.--A Big F'ing Dog 03:29, 10 January 2009 (UTC)
What about a few random hits, perhaps mostly hands, maybe more bites? Or 'pouncing' and keeping them from moving for an AP? Tangling Grasp? 20:01, 10 January 2009 (UTC)

Running zombies suck. That being said, I don't see a real problem with the skill, other than I would hardly ever use it at all. Faranya 18:15, 9 January 2009 (UTC)

I quite like this, it's annoying when you try to get an outdoor harman and they've gone coz it took so long to load. It's simple yet quite cool.--xoxo 04:29, 10 January 2009 (UTC)

Lurching gait is the zombie sprint. It makes them 'as fast as the living' who are not walking slowly, but probably running like hell. So this doesn't really make sense. And this is probably a perfect time to say: program a grease monkey script. This is an over speciallized button to do actions that will cost no less but is just combining them to one button push. - tylerisfat 08:33, 11 January 2009 (UTC)

Indeed, although this would be a tough one to program (my recent "marching orders" script was a PITA to write, and is a very simple macro). I don't really see the point anyhow- there's several simple tricks (some script based, some not) let you whip off attacks VERY fast. SIM Core Map.png Swiers 02:57, 16 January 2009 (UTC)