Suggestion talk:20090421 Overgrown Parks

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Discussion from Developing Suggestions

It's an Okay suggestion, but you should have more detail on the levels of "overgrown-ness", like Ruin does. Also, the cost should be changed a bit, it should cost more than 1 AP, and should have a cap. (It would eventually lead to massive negative AP as is). Other than that, it's fine.--A Zombie User Talk:Pharo2i2 20:04, 12 April 2009 (BST)

Part of me wants to say yes but the potential clearing cost is too high, if there was a set cost (e.g. 5ap) it would win me over, as it stands having a constantly rising cost would be a major inconvenience. The benefits for survivors would be negated by zombies hiding in them, if anything it is an AP drain to survivors, they either have to enter to check for zombies or cut it down to prevent zombies hiding in there. --Kamikazie-Bunny 20:05, 12 April 2009 (BST)

If "it is easier and faster to attack plants than rebuild a building", then why is the AP cost essentially the same? Also, I think it shouldn't be a gradual darkening. To be clear which state it is in, it should be light green for when you can see in/out, and dark when you can't. --Midianian¦T¦DS¦SP¦ 22:57, 12 April 2009 (BST)

Well how overgrown would it get? So as to make the square impassible? I'd imagine that, eventually, the overgrowth would stop simply because there isn't enough of what the plants need to keep growing.--Pesatyel 02:03, 13 April 2009 (BST)

I like this, but agree it should be a flat rate to trim plants. Also, could you pick out some swatches so we know how different the greens will be? There's a table at the bottom of this page: http://en.wikipedia.org/wiki/Green -CaptainVideo 03:45, 13 April 2009 (BST)

Found a better selection here: http://en.wikipedia.org/wiki/Web_colors -CaptainVideo 03:48, 13 April 2009 (BST)

The one thing I don't like about it is the axe. I mean, who uses an axe for removing weeds, really? A knife or wirecutters would make more sense. --LaosOman 14:40, 13 April 2009 (BST)

A weed is just an undesired plant... a tree is a plant... but then again I doubt a tree would grow back in a week. :-) --Kamikazie-Bunny 16:04, 13 April 2009 (BST)
How about this:
Parks will have three stages. Light green, normal green, and dark green. Every three days a park will darken one stage, stopping at dark green.
Only dark green will block views in or out. Survivors with a knife (instead of an axe) can reduce it one degree lighter for a cost of 1AP for each level of park overgrowth. So to bring it from dark green to light green would cost 2AP.
You would not be able to bring a park to light green if there are any standing zombies. Instead you'd only be able to bring it from dark green to normal green. The AP cost would also increase by one for every zombie standing. You can still cut the plants, but spend AP dodging the zombies. So if there are five standing zombies in a park that's at dark green, spending 6AP would bring it to normal green. --A Big F'ing Dog 16:56, 13 April 2009 (BST)
It seems much better to me. The knife change makes sense, but I'm assuming an Axe would still be usable, right? Also, why exactly wouldn't you be able to bring it to light green if there are zombies? I understand it might make it harder, but it should still be possible.--A Zombie Talk 21:21, 13 April 2009 (BST)
I'll endorse this, as long as you let people use axes and knives, and as long as you can clear parks even when there are zombies inside. -CaptainVideo 04:08, 14 April 2009 (BST)
How about using an axe to bring it down from dark green to normal green, and a knife to bring it down from normal green to light green? Use an axe for the wild overgrowth a knife can't cut through, and use a knife to remove those plants an axe is just not precise enough for. --LaosOman 19:35, 15 April 2009 (BST)
I'd accept that, but I think it would be better if you were allowed to use both for either, just for the sake of simplicity. -CaptainVideo 00:29, 16 April 2009 (BST)
I'd accept "both for either", but I think it'd be better if it depended on the level of overgrowth, for the sake of both realism and making the knife a bit more useful. Dog can decide which he likes best. --LaosOman 16:38, 16 April 2009 (BST)

I love this idea. More detail for various levels of overgrowth and I think you've got a winner. --Maverick Talk - OBR Praise Knowledge! 404 06:33, 15 April 2009 (BST)

I can help with that.
"You're in ____ Park, which has become totally choked with undergrowth. Vines and brambles prevent you from seeing more than a few feet in any direction."
"You're in ____ Park, which has reverted to the wild in the absence of human care. Tall weeds cover the pathways and vines have climbed up the benches. The plant life prevents you fro seeing the surrounding streets and buildings.
"You're in ____ Park, which is starting to return to its natural state. The grass is getting high and the shrubs are beginning to creep over the pathways.
"You're in ____ Park, which is starting to return to its natural state. The information kiosk has been gutted by fire, and several of the benches are broken.
"You're in ____ Park, which has been recently trimmed. The pathways are clear, and the shrubs have been pruned.
-CaptainVideo 01:06, 17 April 2009 (BST)

I still don't see any indication as to whether or not this affects movement. And if it does or it doesn't, that IS something that needs to be addressed.--Pesatyel 02:43, 17 April 2009 (BST)

The poster hasn't suggested any extra AP cost for movement. -CaptainVideo 04:23, 17 April 2009 (BST)
I'm aware of that. That's why I said it is "something that needs to be addressed".--Pesatyel 07:22, 18 April 2009 (BST)
Hm. What's your stance? -CaptainVideo 00:23, 19 April 2009 (BST)
I don't know about "impassible" but maybe just a +1 to movement through said areas when they are "fully" overgrown.--Pesatyel 06:55, 19 April 2009 (BST)
Hmmm. Might be a good way of discouraging people from idly checking parks. Then again, no place in the game affects movement speed and it might overcomplicate things. Anyone else have thoughts on this? --A Big F'ing Dog 01:30, 20 April 2009 (BST)
Personally, I don't think there should be extra AP cost. I thinking acting as a hiding place is plenty. -CaptainVideo 02:18, 20 April 2009 (BST)
I don't believe there should be an added AP cost. Even if the park is overgrown, moving out of it is still a single action - it's not going to be any more difficult than free running. --LaosOman 18:22, 21 April 2009 (BST)