Suggestions/25th-Feb-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Raw Material Shortage

7 Spams, 1 Keep. I like the endless cans of SPAM --RAF Lt.G Deathnut 03:14, 25 February 2006 (GMT)


More internal Descriptions

Duplicate of Better Location Descriptions, which passed peer review. Tally - 0 Keep, 2 Kill, 7 Dupe, 0 Spam. --Blahblahblah 21:23, 27 February 2006 (GMT)


Diagnosis II

Duplicate of Peer_Reviewed_Suggestions#Prognosis with 7 Dupe votes. --Brizth W! 09:31, 26 February 2006 (GMT)


Security Cameras (Redux)

Timestamp: 8:30 PM, February 25th 2006 (EST)
Type: Building Improvement
Scope: Survivors inside buildings
Description: Have security cameras outfitted on the exterior of every building in Malton. These security cameras would only function if a fueled Portable Generator is setup inside the building. Buildings with a working generator would allow players the option to "Check Cameras" (similar to how NecroNet works, just with no skill required). This action costs the player 2 AP, but ONLY tells them what is directly outside the building and does not provide them with information about any of the adjacent city blocks.

PROS

  • Players could check outside even if they are in a building with barricades higher than Very Strongly (+2). Especially useful for lower-level survivors who lack Free Running, but still want to check outside without being trapped outside by leaving the building.
  • Players could check outside without exposing themselves to attack.

CONS

  • Players require a Portable Generator and a Fuel Can to activate the security cameras. The generator can in turn be destroyed or run out of fuel, which disables the security cameras.
  • Diverts resources from NT Buildings, Hospitals, and Phone Masts, as players would use both Portable Generators and Fuel Cans in other buildings rather than saving them for those resource buildings.
  • Only shows what is directly outside while a player who actually went outside would see a 3x3 city block grid around the building (same AP cost). Therefore, security cameras would not reveal a zombie threat in an adjacent block.

Votes

  1. Keep - Author vote, but also I want to point out I am well aware that this idea is frequently suggested and that there have been many similar ideas along these lines in the past, obviously including the very recent Security Cameras. The reason for my version of this suggestion is that while I like Bigbad Wolf's idea I felt it could be trimmed down and the reasons outlined explicitly. I also felt that the 1 AP cost was just too low, since most players today freely spend 2 AP to recon outside, so I felt it should be comparable. Now let me run through the past suggestions to avoid any sudden DUPE votes:

    Recon - Security cameras are not a skill, nor does it need one, and zombies can't use them. Also it only lets people see outside, not inside.
    Off The Roof - My suggestion uses 2 AP, not 1, and you certainly can't attack people outside the building with security cameras. Or can you...? No, no you can't.
    Windows - This one lets you see outside for 0 AP if the barricades are less than Heavily. It passed into Peer Review.
    Binoculars (from TALL buildings.) - Security cameras need items, but are not a player item. Also binoculars cost 1 AP to use to show a 9x9 block grid when outside or inside (if the building has a window). It passed into Peer Review.

    My hope is that supply of generators and fuel will not meet the overall demand, not to mention GKers (and GKer groups) that like destroying them, would raise that demand. The fact that survivors would use generators to power the building would also help inform zombies of where survivors might be hiding as they would see which buildings are "lit up". -- Mobius187 8:26 PM, Feb 25 2006 (EST)
  2. Kill - You want safety, stay inside. You want to know what's going on outside, go outside. Tradeoffs are what make games fun.--Mookiemookie 03:25, 26 February 2006 (GMT)
  3. Kill - I still don't like checking outside from inside. I feel its unecesary. -Banana Bear4 03:28, 26 February 2006 (GMT)
    • The benefit would be aimed more towards lower-level survivors who lack Free Running, but are in over-barricaded buildings. They rely on other survivors to tell them what's going on outside or when they should run for it. This way they could at least tell how dangerous the threat is before deciding if they should leave. Higher-level survivors can use this too, but they hardly need the help, so that's where the CONs come in to balance it. Or at least that's the goal. -- Mobius187 12:57 PM, Feb 27 2006 (EST)
  4. Kill- Don't mall camera's usally only check the inside? Except for walmart. BVut besides the point i don't think it's nessaryDrogmir 04:32, 26 February 2006 (GMT)
    • No, they can have cameras monitoring the parking lots too, but as you said, that's besides the point. As I told Banana Bear4, I think the real benefit is for lower-level survivors. -- Mobius187 1:00 PM, Feb 27 2006 (EST)
  5. Kill - For the same reason I voted kill for the similar suggestion above: What's in it for the zombies? The suggestion was well presented though.--Jim Stevens 05:07, 26 February 2006 (GMT)
    • Well not every idea supports both zombies and survivors. Regardless, if you are looking for a reason I'll give you the one I stated above: Zombies don't like working Hospitals (supports the Surgery skill) or NT Buildings because they churn out needles (at 20AP) and power NecroNet. You see even when a GKer/spy destroys a generator someone just drops down a new one, no problem. The reason for that is because people know portable generators are important, so people collect them... but what do they really use them for? If they are only for NT Buildings and Hospitals then that means there will always be a surplus of them. Now if survivors had another outlet for these resources, like using them in every building, survivors would start deploying them instead of stockpiling them. Eventually, even without GKers, fuel supplies for all these generators will start running low as demand for fuel increases (i.e. to power each building's generator, that's a lot of fuel and the resource itself has a low find %, as fuel is not in malls). So in this way low or unpopulated buildings will start losing power, while buildings with more survivors inside obviously won't... and a powered (lit) building can be identified from the street by zombies. In this way zombies will have better odds of locating buildings with survivors inside. I know how much zombie players hate breaking into a building just to find it empty and with no real (non-spy) way to determine if a non-resource building has survivors inside this would probably provide a clue to zombies. -- Mobius187 5:19 PM, Feb 26 2006 (EST)
    • Jim Stevens if you want more suggestions for zombies, make one. I suggest you read peer reviewed, most suggestions are for one side alone. the amount of suggestion for each side are reasonable simular. this is a place to suggest thing that improve the game, and dispite your believe that every suggestion either should be for both sides or involve zombies, this simply is not the case. Kevan has shown that he implements mostly onesided improvements. but either alternates between sides or has more updates at once. Please start voting on merit, not simply kill suggestions because you dislike the fact that a particular side isn't in it.--Vista 12:05, 27 February 2006 (GMT)
  6. Kill - Mookiemookie beat me to it. Bentley Foss 07:13, 26 February 2006 (GMT)
  7. Keep - This would add a new dynamic to the game - survivors devoting time and resources to security camera upkeep; and for zombies, more (than the usual) buildings would be powered, notifying zombies of the delicious harmanz inside. As it only shows the building the camera is in, it's not overpowering - survivors will still need to go outside for detailed recon runs. Might do well with a vandal aspect added - players having a 10% or so chance to attack and destroy a camera from the outside (which would require a new "camera" item in the game - also helping explain where all the cameras come from). --Blahblahblah 16:00, 26 February 2006 (GMT)
    • That's certainly possible. The way I see it, if security cameras were added to the game then you could add onto that idea, maybe make a survuvor Civilian skill called "Repair", with a base % of repairing broken cameras. Then have it that buildings have 3 sets of cameras outside, and with each successful attack against them (at, say, half normal attack %) it would disable 1 camera. The effect could be that with 3 working cameras players can see exact numbers (i.e. You see 6 zombies and 1 survivor standing outside). With 2 working cameras you would just get a description (i.e. You see a lone zombie outside, or, You see several zombies standing outside, or, You see a mob of zombies outside). And obviously with all 3 cameras disabled you would see nothing (i.e. You see only static on the monitors). The only reason I didn't suggest both was because I wasn't sure about suggesting layered ideas. Obviously a 3rd possible layer would be to have the "Repair" skill require an item, like a Repair Kit (1 use item, like a FAK). -- Mobius187 5:10 PM, Feb 26 2006 (EST)
  8. Kill -A camera is a very complicated piece of machinery ans installing it is quite difficult. It also has less overview then almost all other ways of looking outside. That makes it a unlikely flavor to me. more important not being able to see how many zombies are outside adds more excitement to the game, and sets the right atmosphere. the fact that having barricades over VS also limits your abilty to check easily is a nice trade off for your extra security. this simply removes athosphere for no added gaming pleasure, only gaming comfort. comfort that makes the game less fun is a no-no to me--Vista 12:13, 27 February 2006 (GMT)
    • A security camera is a fairly complicated piece of electronics, I agree, but I hope you'll note that my suggestion does not actually refer to installing or replacing them in-game. Possibly that could be added later, but only with the proper Survivor skill and equipment, though I thought this idea would set the groundwork. I can't argue with you if you feel this suggestion spoils the atmosphere. -- Mobius187 1:01 PM, Feb 27 2006 (EST)
  9. Keep - As the AP cost is the same as what a survivor would use to exit and reenter a VSB building, it's not overpowered; and encouraging more uses of zombie-attracting generators seems like a good thing for helping zombies to find meals. --John Ember 16:06, 27 February 2006 (GMT)
    • I think it's a bit harsh to assume that survivors would never go outside, as for every young zombie there is a young survivor... obviously lacking Free Running. Also combat is still the fastest way for survivors to gain XP, as that's how my Soldier gets his. Whether or not there is a zombie outside would do little to change my mind about going out to attack it. And lastly which do you consider is the greater problem: Zombies not finding players outside because they saw zombies on their doorstep (consider the odds of that too) or zombies not knowing which building to attack (i.e. tearing down the barricades to find it empty inside)? As I suggested, players using generators to power their security system will eventually show zombies where they are hiding. Not 100% of the time, but once Fuel supplies start dropping it could improve the odds. -- Mobius187 1:10 PM, Feb 27 2006 (EST)
    • Re - Good points. That does put the balance issue in a new light. --John Ember 18:32, 27 February 2006 (GMT)
  10. Keep - Good suggestion all round. Slavik 06:37, 2 March 2006 (GMT)
  11. Keep - Worth using and doing, helps give a building a second thougt for a base, such as a police cept over a museum, the police would have secruity cameras ana ammo, where as a mMUseum is low-key , but doesn't have cameras! I think its great!--DicktheTech 03:18, 8 March 2006 (GMT)
    • Final Tally - 5 Keep, 6 Kill, 0 Spam - 20:38, 26 May 2006 (BST)