Suggestions/9th-Apr-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.
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Preach

Timestamp: 01:26, 9 April 2006 (BST)
Type: Skill
Scope: Survivors/Zombies, Civilian
Description: Some people are just better at talking than others. Most can only shout out their message, reaching 50 people. However the more charismatic and eloquent know how to get people to come and listen to them.

A player with the skill Preaching would have an additional alternate dialogue box titled "Preach". Preaching costs 3AP but instead of simply saying your message once it is assumed that the survivor continually repeats their message during the day, in between doing the other things it's assumed characters do flavor-wise, such as getting food, sleeping, and using the bathroom. The survivor would continue preaching until they perform any action, until they are killed, or until they idle out and go into hiding. On the location's description would be a new status message if someone is preaching: "X people are speaking to whoever will listen. Clicking on listen would take you to a new page containing all the messages of the people currently preaching at that location, looking like:

  • VigilanteMan is giving a speech saying "There's no point in combat reviving zombies. They'll just attack you and then jump out a window!" (timestamp)
  • Doom Haus is giving a speech saying "Follow me my brothers to Ackland Mall! The living will prevail if we have faith in the Lord!"(timestamp)
  • Cannible Maw is giving a speech saying "Foolish survivors, the dead cannot be stopped but only delayed! Please kill me with an axe, the exercise will reduce gristle and make you taste better."(timestamp)

etc...


The messages would be arranged with the most recent at the top. If the player stops preaching by performing any other action/being killed/idling out their message would no longer be listed on the page. This is quite different than ordinary speaking and would prove extremely useful. While ordinary speaking leaves a message behind for those already present, whether you are there are not, this leaves a message for those who come after you log off but only if you are present and still preaching it. The message would also be able to reach everybody who clicks on the listen link, not just 50 people. This gives speaking and preaching different uses. Because ALL of the preached messages would be on a new page you'd have to willingly access this would eliminate spam, and would also prevent increased server load. Talking increases server load because it has to deliver the message to each person individually. By putting the messages on a seperate webpage that people choose to access this would just set up a new html document for the room that would have a few lines added or taken away as people preach and stop preaching. This could be a crossover skill allowing eloquent survivors that die to become leaders of the undead using Death Rattle, much like the zombie leader in Land of the Dead. It would help both sides communicate and presents a spam free/server load free solution to the 50-person limitation.

Votes

  1. Keep Author vote. Helps both survivors and zombies talk, doesn't create spam or server load. It isn't better than ordinary speach but serves a different purpose. And now that brain rotted zombies can be revived the kill vote excuse "But brain rotters can't get it" doesn't apply. --Jon Pyre 01:26, 9 April 2006 (BST)
  2. Keep - Not really useful for the zombies (50 zombies listening to "har hr har rah har" all day) but it's a good idea. One thing you didn't specify is whether the preaching is initially "heard" as normal speech among those present. I mean, if I want those present to hear it before they leave and miss the listen link, do I need to speak it and then preach it? It seems I should get both the initial "heard" speech plus the click-on speech for the 3 AP cost. *John Ember said "Do not raise the 'cades above VS, this is an entry point" and then began preaching on it. --John Ember 02:28, 9 April 2006 (BST)
    • Re There's nothing wrong with that idea, it all depends whether you want someone to spend 4AP or 3AP for talking + preaching. I'm fine with either. I didn't think of that but if it passes I'll put a note on the suggestion saying that in voting it was asked if preaching could include an ordinary talk. And I do think it would help zombies a lot. Death Rattle is often underrated, the other day some zombie managed to tell the horde a character of mine was in "Harmans an mazzaam!" and by the next day that museum was overrun. --Jon Pyre 02:37, 9 April 2006 (BST)
  3. Keep - I like the idea that if enough work was spent everyone would hear it. Just one question, if they run out of ap, do they still keep preaching? It would be kinda odd for someone to be preaching from their bed. Other than that its a great solution to the problem with communicating with large groups (Spray paint being changed from useful info to Property of the Keyblade Masters is quite annoying)--Hamster Ninja 03:28, 9 April 2006 (BST)
    • Re Since AP isn't really a logical unit of time but a limitation on a player's game actions I judged that a fair game value for a preached message is three AP. It doesn't matter how many AP they have left after they preach, they'll continue preaching until they perform another action, die, or idle out. As I say, the preached message is assumed to be spoken as necessary in between the boring things it is also assumed the character does (eating canned food, using the bathroom, sleeping) all of which are roleplaying ideas and seperate from the amount of AP a character has. --Jon Pyre 03:20, 9 April 2006 (BST)
  4. Keep - McArrowni is delivering a speach: "Crossover skill! Crossover skill! Seriously though, doesn't cause spam and allows one to take the time to give sometimes much needed info to others. A good way to make in-game communications more relevant." IMO it would be cooler if the other side didn't have access to one side's preaching (since anyone trying to get close to, for example, any zombie preaching in a mall tour, would get in big, big trouble)--McArrowni 04:01, 9 April 2006 (BST)
  5. Keep - A lot better than the other "mass speak" ideas I've seen. --Cyberbob240CDF 04:24, 9 April 2006 (BST)
  6. Keep - Looks solid... Although I'd rather have all the messages appear in the existing screen where talk normally appears rather than in a new window. -Nubis A.R.S.E. 04:33, 9 April 2006 (BST)
  7. Keep - A great solution to the existing promblem that we have. Good work - Jedaz 04:54, 9 April 2006 (BST)
  8. Keep - Great idea. But i guess there would be some kind of limit on how long someone can preach. Say, 4hours after the user started preaching it stops to rest, and during this period he doesnt recover AP. Without this, people will just spam the preach section with... spam :\. --hagnat tw 04:58, 9 April 2006 (BST)
  9. Kill - I don't find this useful. It doesn't seem to be much fun to stay logged in and not be able to do anything.--Cah51o 05:52, 9 April 2006 (BST)
  10. Keep - I would assume that preaching is something you'd probably do before logging off for the night, Cah51o. -Wyndallin 06:10, 9 April 2006 (BST)
  11. Keep - It would be nice if the "X people are speaking to whomever will listen" line could notify you if someone you know is speaking, either by name or just the same way Feeding Groans get marked "familiar" if it's someone from your group. I'd be more likely to check it that way. --Dickie Fux 08:33, 9 April 2006 (BST)
  12. Keep - Good idea. --EnForcer32 08:56, 9 April 2006 (BST)
  13. Keep - Lets you speak to the huge crowd without the disgusting server load. Lets you leave messages for people to hear when they see you. And the roleplaying possibilities are wonderful! Awesome suggestion. --MLF 10:14, 9 April 2006 (BST)
  14. Keep - I like it, and I feel it would work well flavour wise. -- Norminator 2 11:43, 9 April 2006 (BST)
    • Tally 13 Keep, 1 Kill, 0 Spam/Dupe --Cyberbob240CDF 11:45, 9 April 2006 (BST)
  15. Keep - Good and original. Might want to put the Ap up a notch though? Say, 4-5 Ap? Good as it is though! --MajesticNinja 7th April 2006 12:58
  16. Keep - I was very tempted to say kill. It's a great idea but the AP cost needs to go up (say to 5) and I can forsee multi-abuse (but then that's what the anti-zerging measures are for. Preach on! DavidMalfisto 13:27, 9 April 2006 (BST)
  17. Keep - I love this idea, as long as the AP useage is cranked up. Well done for a great suggestion.--Changchad 14:42, 9 April 2006 (BST)
  18. Keep -- I love the idea because 1)It will separate the important messages from the, quick messages and the spam.2 because its almost like a log of the important messages that you can access for a longer period( instead of baricading or using an fak on yourself, to realize.. oops didnt read the messages!) --Kirk Howell 15:22, 9 April 2006 (BST)
  19. Keep -- With a higher ap cost this skill is definitly a good idea, well thought out! --Etherdrifter 15:42, 9 April 2006 (BST)
  20. Keep - I was about to say "but put a time limit on it," when I saw the idle out part. Bump up the AP cost and I'd say you're golden. BuncyTheFrog Talk 16:43, 9 April 2006 (BST)
  21. Keep - It means that warnings can be kept in the same area untill someone moves. Though it would be a good idea to put what someone was preaching if they get pked/zked Talos 17:37, 9 April 2006 (BST)
  22. Keep - You had me at "Cannible Maw is giving a speech saying "Foolish survivors, the dead cannot by stopped but only delayed! Please kill me with an axe, the exercise will reduce gristle and make you taste better."<LOL!> --Gene W! - Talk 19:03, 9 April 2006 (BST)
  23. Keep - Luscious, like an apple. MrAushvitz 13:37, 9 April 2006 (GMT)
  24. Keep I like apples. --Cerebrus13 20:45, 9 April 2006 (BST)
  25. Keep Very helpful, would be good for all survivors, and would cut down on server space for people always talking over and over. But, you should be able to preach for an extended time, not just till you idle out (3 AP to do what, refresh the page a ton?). The game isn't that active where multitudes of new survivors will see your message before you idle out. Perhaps you can preach for 24 hrs. straight, before you eventually tire and have to rest for another 24 hrs. (or other unit of time)? --Grim 23:32, 9 April 2006 (GMT)
  26. Keep Guardian of Nekops is giving a speech saying "Make it so!" --Guardian of Nekops 00:50, 10 April 2006 (BST)
    • Tally: 25 Keep, 1 Kill, 0 Spam/Dupe - BuncyTheFrog Talk 01:06, 10 April 2006 (BST)
  27. Keep Nice idea, though I think you should bump the AP cost up. If it's too cheap to preach, you're going to have 300+ people in a mall all speechifying away, with a 10,000 line page consisting mostly of fart jokes & profanity waiting for the poor sap who clicks the "Listen" link. Kevan probably wouldn't go for his server having to push all that extra data at the clients, either. --Smokey Bones 02:13, 10 April 2006 (BST)
  28. Kill -- This is silly and entirely not necessary. furtim 03:57, 10 April 2006 (BST)
  29. ??? - I'm not sure what to vote here, as I believe I'm misreading your suggestion. You type your Preach message in, and it repeats it until you take another action? I would call it spamming, but you'd have to click the "listen" button. What's the point of the repetition? If the "listen" thing is in the description, why then spam the "listen" page with the same message? I must be confused.--Wifey 05:00, 10 April 2006 (BST)
    • Re It's not actually being repeated in gameplay. That your character repeats it is simply roleplaying reasoning. Basically it leaves your message up on a seperate webpage as long as you stay put. More recent messages are listed on top of it, less recent below it. But it just stays static text on that page until your character performs an action. --Jon Pyre 05:07, 10 April 2006 (BST)
  30. Keep -- This suggestion has finally evolved. Thanks Jon. Great work! (?AP to Listen?) --Spraycan Willy MalTel 19:35, 10 April 2006 (BST)
  31. Keep - A model suggestion - fun, voluntary, harmless, useful, and imaginative. What those guys up there said about apples. I like it as a purchased skill and would prefer it cost an AP to listen, because it's a slight survivor advantage. --einexile 10:57, 14 April 2006 (BST)
    • Final Tally - 28 Keep, 2 Kill, 0 Spam 08:35, 23 April 2006 (BST)

Echoes of Gunfire

Timestamp: 11:44, 9 April 2006 (BST)
Type: Flavour
Scope: Survivors Outside
Description: A shotgun blast is pretty loud, and so is a pistol (unless it's silenced, of course, but there aren't silenced pistols in Malton), so it stands to reason that, in the desolate and abandoned streets of Malton, where there's little sound other than light gusts of wind and the rustle of newspapers, the noise of shots being would echo, or at least carry some distance. As such, I think that ranged weapons should echo.

If a player is killed by any ranged weapon (Flare Gun, Pistol, Shotgun) then a message will be sent to every survivor who is outside within a 5 block radius. People in buildings wouldn't receive the message. Neither would zombies or corpses (zombies because of partially decayed hearing organs and corpses because they're corpses). The message would read like the following:

"You hear gunshots echoing from x blocks away in [direction]. [timestamp]"

Because you would only hear it if you're outside, you wouldn't be spammed (unless you love sleeping outside in zombie hordes, and are lucky enough not to get brutally slaughtered by them). I deleted the original suggestion and modified it with the changes that I suggested here: http://wiki.urbandead.com/index.php/Talk:Suggestions#Echoes_of_Gunfire_2

Votes

  1. Kill -This is completely useless. This would be essentially useless code and a strain on the server for no benefit at all to the gaming experience for either side. --Grim s 14:46, 9 April 2006 (BST)
    • Re - 1) Server strain isn't a valid reason for a kill. 2) There are lots of useless things in the game. If the useless things were taken out then the only weapons would be ranged ones, Crowbars and Fire Axes. There wouldn't be any room descriptions and a lot of items would be gone (for example, Crucifixes, Poetry Books, normal Books, Beer, Wine, Newspapers and Wirecutters). All buildings that have no items would be turned into streets or office buildings. All buildings or stores aside from Gun Stores, Tech Stores, Armouries, PDs, Hospitals, Fire Stations, Drug Stores, NecroTech Buildings and Hardware Stores would become offices or streets. Any type of empty block would become a street. Etc, etc. --Lord of the Pies 15:36, 9 April 2006 (BST)
      • Re - Why add more useless crap to the server then? Suggestions are there to add something to the game that would be useful. This is not, hence my vote. My vote was not about server strain but instead about a useless change. --Grim s 15:49, 9 April 2006 (BST)
  2. Kill - As grim said, pretty useless.--Mookiemookie 16:13, 9 April 2006 (BST)
  3. Kill - Considering the time survivors normally spend outside, which is short, I think this is pretty useless. --Brizth W! 16:22, 9 April 2006 (BST)
  4. Kill - I agree with Brizth on the part where survivors are hardly ever outside, you're essentially keeping track of something that you will hardly ever hear; and if you do, what's the use? You can see where zombies are being killed. In any case, in most suburbs when you step outside there are zombies within your line of sight. The only way this would be useful is to know how many zombies are being killed, and it doesn't even give you the whole picture, as meele and revives are left out. It's flavour yes, and flavour isn't always helpful, but this just pushes it. BuncyTheFrog Talk 16:47, 9 April 2006 (BST)
  5. Kill/Change -I admire the idea of death rattle for survivors, but not in this form. Turn it into a skill, either for the shooter ("Gun Report") or for the listeners (something like "Situational Awareness", I suppose), make it cost AP to execute (though it could be executed alongside an attack) and we may have something close to acceptable.--Xavier06 16:58, 9 April 2006 (BST)
  6. Kill - Survivors are never outside. --McArrowni 17:17, 9 April 2006 (BST)
  7. Kill - Whoop de doo, I get to hear a survivor killing an offline zombie. About as useful as hearing another player using a book. Velkrin 18:27, 9 April 2006 (BST)
  8. Kill - Isn't this the purpose of flares? --Specialist290 19:59, 9 April 2006 (BST)
  9. Kill - Frankly, I think ranged weapons should make noise. Go figure. It makes sense. But when everything that *should* make noise starts to make noise, we'll have fifteen lines of 'flavour text' in our history log after one kill. Realism is decent, but we don't need this. Sorry. -Wyndallin 20:21, 9 April 2006 (BST)
  10. Kill Pretty useless. As it's been said, survivors are rarely outside, and even if they are, would you go check out stray gunfire 5 blocks north and 7 blocks east? It'd be a waste of AP. --Grim 23:37, 9 April 2006 (GMT)
  11. Kill I like the idea (the realism aspect) but still useless. Also, what about all the zombies getting spam as a result? THEY are ALWAYS outside.--Pesatyel 00:00, 10 April 2006 (BST)
    • Re -The suggestion clearly states that zombies do not recieve the message, due to partially decayed hearing organs. Thus, no spam for zombies.--Guardian of Nekops 04:19, 10 April 2006 (BST)
  12. Kill - This is basicaly the same idea that you submitted the other day, it's still pointless. PS - I don't like how you just went and removed all of the votes even though your sugestion was still very similar. Either make a new suggestion if its that different or leave the votes if its not that big of a change. - Jedaz 00:48, 10 April 2006 (BST)
  13. Kill - Although I am amused by the name "Lord of the Pies," I cannot honestly say that this suggestion has any use whatsoever.--Wifey 04:55, 10 April 2006 (BST)
  14. Kill - It's realistic, I'll give you that. But it's not balanced, nor helpful. It will boost server load a ton. No. --MLF 06:45, 10 April 2006 (BST)
  15. Keep - That server strain isn't a valid reason for a kill is not an opinion, it is a rule for discussion. And aren't Flavour suggestions supposed to be useless? Aren't a lot of great things about this game entirely useless? I don't really like this idea, but I like the arguments against it a lot less. --einexile 11:03, 14 April 2006 (BST)
    • Final Tally - 1 Keep, 14 Kill, 0 Spam 08:34, 23 April 2006 (BST)

Repeat Command Button for Attacking/Removing Barricades

Timestamp: 18:26, 9 April 2006 (BST)
Type: Improvement
Scope: User Interface
Description: I suggest that a button be added to the user interface "attack barricades ten times for 10ap". This would both save player boredom and save a little bandwidth, as instead of sending/receiving the same page ten times only once would be required.

This might be perceived as providing a slight 'edge' to players attempting to remove barricades rapidly during attacks. This could be countered by the inclusion of an equivalent "reinforce barricades ten times for ten ap" button. If the barricades were reduced to zero, the remaining action points could either be credited back to the character, or wasted. As that's a balance issue I don't wish to suggest which - this is intended purely as a UI suggestion.

Votes

  1. Keep - While a "spam" vote could be justified, this is also something I would like to see implemented. --Gene W! - Talk 19:08, 9 April 2006 (BST)
  2. Spam - Massively overpowered, especially with the huge AP advantage survivrs have with barricades. Remove the survivor rebarricade thing however and its still overpowered because zombies would get in too easy, and as for attacking, well, i like it the way it is. --Grim s 19:25, 9 April 2006 (BST)
  3. Spam - Overpowered. --mikm W! 19:38, 9 April 2006 (BST)
  4. Kill/Change - Suggest that this would be applicable to any ability (reading books, hacking zombies, et cetera) and you've got me. I don't see how this is overpowered in the least. The AP is still used. The only reason I can see is because it doesn't require that you wait for your browser to refresh so it would be 'meen 2 teh zombehs whin tey atk'. Well, that's why I'm suggesting that it should be applicable to combat as well. If I know how many AP I can spend attacking a target and then make it back to my safehouse, I'm going to be spending that many AP one way or another. I'd like to just be able to type in a number. Summary: Make it available for every action (minus speech) and you've got my Keep. -Wyndallin 20:27, 9 April 2006 (BST)
  5. Kill Imagine this scenario: a survivor enters a safehouse, sees the barricades are at QS. Before they can respond, two zombies each click one button, attack ten times and break in. It just doesn't work for any action which needs to be opposed by another action from the other side. Attack X Times doesn't work. It would be ok for searching though. --Jon Pyre 20:31, 9 April 2006 (BST)
  6. Kill - this would ruin real time anything. -Banana Bear4 22:08, 9 April 2006 (BST)
  7. Spam - Who has the fastest reflexes? Fastest modems? If you can answer yes to these questions, congrats! You are teh win! BuncyTheFrog Talk 22:46, 9 April 2006 (BST)
  8. Spam For the reasons above--Mookiemookie 23:37, 9 April 2006 (BST)
  9. Spam - This is ridiculous. For a moment, I thought that it was a Mr. A suggestion.--Wifey 04:53, 10 April 2006 (BST)
  10. Kill -I was almost convinced for a while, since it does take the AP to do and (presumably) has the same failure rate as if you did the attacks seperately. But then I read Pyre's vote and couldn't believe I overlooked such an obvious hole. It suddenly turns one or two zombies into an insta-mob, faster than a fleeing suvivor. The barricade multiAP action almost seems like balance, until you realize the one important difference between zombies and survivors: survivors do other things than barricade, while the dull grey expanse of a zombie's day is almost exclusively spent on 'cade attack. Sure, there are real-world shortfalls--server load/lag, user connection speed, and quite possibly gremlins--but converting server hits into multiple-AP actions isn't always the solution. If we must conserve server hits/alleviate boredom by implemeneting multiAP actions, let's restrict it to benign actions. The rub here is that what qualifies as a "benign" action may be up for debate. "Manufacture syringe", the only multiAP action currently in game, gets a pass because, despite its combat usefulness, it requires three things to work: Necrotech lvl 3, a running generator, and (duh) a NT building. A Search multiAP, however, despite its seeming innocence, could easily be abused. Imagine a survivor going into a seiged mall with no weapons, doing a couple multiAP searches (with Shopping and Bargain Hunting obviously) at the Gun Store, and leaving the mall (armed, if not to the teeth, then at least to the chest) and wasting zombies before they even put a dent in the barricade. Just not a good idea...--Xavier06 10:42, 10 April 2006 (BST)
    • Final Tally - 1 Keep, 4 Kill, 5 Spam 08:33, 23 April 2006 (BST)

Sorting Weapons

Removed due to the fact that it wasn't a suggestion, it was a request. If you want something done, suggest it yourself. Velkrin 21:57, 9 April 2006 (BST)


Weaken Structures

Timestamp: 23:04, 9 April 2006 (BST)
Type: New Zombie Skill (Again)
Scope: Building Damage Effect From Damaging Barricades
Description: I haven't posted any suggestions for a few days, so we'll just see how this goes...

Weaken Structures

Appears under Zombie Skills Tree as a new zombie skill, adds no bonus to your human character. This is intended to be a "zombie mob" skill, so newbie zombies can help out.

Any time your zombie has spent at least 25 AP in a row attacking a single building's barricades, there is a chance you will cause Structural Damage Points to that building.'

This % chance is based on the type of building you have been attacking, some building's infastructure weakens more easily than others.

Chance of Structual Damage: - Building Types:

  • 5% - Power Station, Stadium, Armoury, Bank, Factory, Fire Station, Police Department, Railway Station.
  • 10% - Mall, The City Zoo, Building, Cinema, Hospital, Hotel, NecroTech Building, School, Tower, Cathedral.
  • 20% - Arms, Auto Repair Shop, Church, Club, Junkyard, Library, Museum, Warehouse, Mansion.

When you weaken a building's structure the computer secretly records Structural Damage Points for that particular building. This damage can result in various negative effects for those residing within, until repairs to the building are made. Your zombie, if successful in causing 1 point of structural damage reads: "You have weakened this building! Gain 5 XP!", it is a reasonable bonus, but it takes a lot of AP to earn it.

For the following table, all effects are culmative (they are all in effect at the same time each level of structural damage increased. And for those that mention "per point added" every time this building gains a point of damage a test is made for each of those ones at that level or higher of damage.)

Structural Damage Points: - Effects On Occupancy:

  • 1 To 3 - 5% Chance of build barricade failure: You were unable to find something that wasn't broken! attempt still costs the survivor 1 AP.
  • 4 To 6 - 5% Chance per point added of structural collapse; hitting up to 4 random survivors inside: Pieces of the ceiling are falling on you! You take 10 Damage!
  • 7 To 9 - 25% Chance per point added of electrical failure; this building may NOT be powered until repaired. (Any existing generator is destroyed, and new ones may not be added until repairs sufficient to getting below this level are made.) This building has many of it's wires visible and severed!
  • 10 To 12 - Searching difficulties: The sheer amount of rubble makes searching difficult! all search checks have a 25% chance of automatic failure, before a check is made.
  • 13+ - No new survivors can enter this building, only survivor movement out of this building is possible.. zombies can enter by crawling over dirt and debris (an inherent skill of all dead) Near complete collapse, this building is no longer habitable! Any free running movement to this building results in reading that message, and the movement instead ends outside of that building.

Repairs:

Survivors have a button available to make repairs IF they have the construction skill (which lets them know this building has some internal damage.) Repairs are determined by chance in the same manner as building a barricade, a success removes 1 point of Structural damage, and that survivor gains 2 XP! BUT this is much harder to do, and takes more time and effort, so the effectiveness of making repairs to a building is 1/4 the chance of successfully building 1 level of a barricade.

  • In this manner, there will be some attrition, or "lasting damage" to a building not just the temporary barricades. If there are enough survivors inside to keep the zombies out, they may still have to spend further AP to compensate for the long term effects of a sustained seige. Severe damage to a building can make staying in it dangerous, and eventually uninhabitable. This is not the same level of damage as a wrecking ball through the side of a building, but repeated zombie invasion attempts should definately make a decent mess of a building's infastructure. This allows zombies a very ungly tactic, the ability to "take out" buildings, if there's enough of them!

Votes

  1. Keep - Lots to consider, then again it doesn't directly attack barricades. But it can make it harder to rebuild them if your building is always under attack. Certainly would make things more interesting, and it can give us the XP bonus for smashing barricades zombies have been wanting for some time.. Anyone who likes this but thinks they can do better, you're more than welcome to post a simpler version of this! --MrAushvitz 23:04, 9 April 2006 (BST)
  2. Spam Attacking...buildings? Zombies smashing through concrete with their fists? A 20% chance to deal damage to some buildings? If you attack 20 times, deal 4 damage to the building, there's a 20% chance of 4 people each taking 10 damage??? Buildings?!?!? Attacking?!??!?? --Jon Pyre 00:11, 10 April 2006 (BST)
    • Re - It would take several dozen zombies attacking a building repeatedly to amass enough points to cause things to start falling down, which is more realistic. --MrAushvitz 19:45, 9 April 2006 (BST)
  3. Kill While this would have added an interesting part to sieges it is as Jon Pyre said " Zombies smashing through concrete with their fists?". Whitehouse 00:14, 10 April 2006 (BST)
  4. Spam S is for terrible. P is for too long. A is for unbalanced. M is for you suggesting it. -Banana Bear4 00:20, 10 April 2006 (BST)
  5. Spam - Banana Bear4 sums up my feelings perfectly. -Nubis A.R.S.E. 00:32, 10 April 2006 (BST)
  6. Spam - Useless, stupid and made by you. Try to suggest something with Transformers or Mechs, maybe you'll get one or two Keep votes then. -Craw 00:42, 10 April 2006 (BST)
  7. Kill - This reminds me of an RTS, where ten guys with swords attack a stone castle and take it down in five minutes. Unrealistic in the extreme. --Guardian of Nekops 00:44, 10 April 2006 (BST)
  8. Spam - You haven't seen the flavor text for barricading have you? "You reinforce the barricade with a broken desk", so that throws out "You were unable to find something that wasn't broken!" because you alredy use broken desks. I also agree with basicaly everything else people said. - Jedaz 00:56, 10 April 2006 (BST)
  9. Spam - *Gaping with mouth wide open* I didn't know zombies were comprable to superheroes... Maybe I should kill all my survivors so they can become uber building smashers! Yay for completley disabling malls! BuncyTheFrog Talk 01:04, 10 April 2006 (BST)
  10. Spam - Yes, you should kill all your survivors and have them become uber building smashers, and why not completely disable malls, but not with this idea, please. --Fred Dullard 01:19, 10 April 2006 (BST)
  11. Kill - There is actually a decent idea burried in there, but it's too overpowered. Subtle changes in the game can often have great impact on it already, no need to go all out. --McArrowni 01:27, 10 April 2006 (BST)
    • Re - Sigh, I didn't imply the entire building collapses, just it's unusable. Oh well, nobody had a problem with the wires being ripped out though! --MrAushvitz 19:45, 9 April 2006 (BST)
  12. Spam - Zombies are reanimated humans, and they can't cause structural damage to a building. Tearing down barricades is entirely different from crushing bricks and concrete barehanded. --Smokey Bones 01:45, 10 April 2006 (BST)
  13. Kill - MR A. READ THIS--Pesatyel 02:14, 10 April 2006 (BST)
  14. Spam - Smokey Bones and Banana Bear pretty much hit it on the head.--Wifey 03:18, 10 April 2006 (BST)
  15. Kill - I agree with Smokey Bones... but McArrowni definitely has a point. There's places this can go. -Wyndallin 03:55, 10 April 2006 (BST)
  16. Spam -- Ridiculously over-complicated, unbalanced, and also an Aushvitz suggestion. furtim 04:01, 10 April 2006 (BST)
  17. Kill I didn't even look at the other votes, but I know this was Mr. A's work. As this would do almost nothing to major targets that are well defended since they would be repaired instantly and a zombie would need to spend almost a days AP pounding the cades to get any bonus. --Zaruthustra-Mod 04:25, 10 April 2006 (BST)
  18. Kill -- I'm sorry, like others have said there is a decent idea in here. But i've always pictured barricades being comparable to putting a chair up to the door (which explains the 'inside' part of the message) and so i can see no way that that would knockout the power in a building. I don't have anything against you personally, and i have always either read your suggestions in entirety or not voted. But you do realize how frivilous this would make mall defences? I frequently see 10+ zombies outside necrotech buildings, and do you realize how impossible this would make mall sieges for the humans? One change i would make would be to have the generator simply not work at that level instead of exploding. I don't see how ripping out wires would cause a generator to explode.Hamster Ninja 04:04, 10 April 2006 (BST)
  19. Kill -- YES! Zombies can destroy the city of Malton completely, buildings and all! Seriously though, what happens when a building gets destroyed and there are no survivors inside to repair it? What happens when lots of buildings are like that? Complete zombie victory. --MLF 06:52, 10 April 2006 (BST)
  20. Tally - 1 Keep, 18 Kill, 19 Total. Ouch. Agent Heroic 06:08, 10 April 2006 (BST)
  21. Kill/Workshop it -Like a few have mentioned, there are a number of good ideas buried in here. I even, at heart, like the encompassing theory behind the suggestion. The problem with complex, multi-part suggestions like this is that there are too many ways it can go awry. I haven't done the math, but an itchy feeling at the back of my brain tells me that all the numbers (in a multiply-by-a-thousand way) add up to a power imbalance on one end or another. Plus, there are a few holes to be plugged. You should seriously consider moving this to the discussion page (or your page if you would prefer that), breaking it up into parts, and getting people's input on what works and what doesn't, then redo the parts as seems wise, slap it back together and bring it back for another go-around. Final note: Thank you, thank you, thank you for putting more effort into spell-checking and formatting your suggestions. While it won't turn a "Kill" into a "Keep" vote, it does influence me to take some of the venom out of my vote text.--Xavier06 11:15, 10 April 2006 (BST)
  22. Spam - I see Mr Prison Camp, I see Zombies destroying buildings. Dear sweet Zombie Jesus! No! Just no! (Also multiply by a billion and all that.) DavidMalfisto 15:45, 10 April 2006 (BST)
  23. Kill/Give it some work - I like the idea and the effects of fear that it causes among the survivors but it needs some tweaks. Good suggestion, as of now survivors like to hide behind their mostly invincible barricades. Creating fear for survivors is good. Just not this way. --Lordofnightmares 16:00, 11 April 2006 (BST)
    • Final Tally 1 Keep, 10 Kill, 11 Spam 08:30, 23 April 2006 (BST)

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