Talk:Suggestions/16th-Jan-2007

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Sewage Plant

Timestamp: Ducis DuxSlothTalk 04:23, 16 January 2007 (UTC)
Type: New buildings - sewage treatment plant.
Scope: the city of Malton.
Description: Well, UD is set in the modern age, in a fairly modern city. To say that we want it realistic is certain. I suggest the adding of one more building type - sewage treatment plant. Where else does all of the city's crap go? I've put this here in discussion for a likely location and building size (1x1, 2x1, 2x2 or L shaped). Ta.

Discussion And this is necessary because? It isn't JUST about adding a new building. What's in it (ie. items to find)? What makes this "unique"? Personally speaking, I don't see the point of adding new locations if they are just the same old crap as all the other buildings. EDIT: And I fixed your formating.--Pesatyel 04:51, 16 January 2007 (UTC)

Yeah, I don't see the point, unless it gave zombies XP or something...Just a name change to some random building is kinda lame.--Lachryma 04:54, 16 January 2007 (UTC)

Well, I was going to leave that up to everybody else, like the parameters such as items and building uses. This is the area for discussing developing suggestions after all. --Ducis DuxSlothTalk 05:03, 16 January 2007 (UTC)
Uh huh. And then you'd take all the credit if this got into Peer Reviewed? I'm joking, but anyway, the point of a new building just for realism doesn't make sense. There's been plenty of building ideas, few of which have been implemented, so perhaps your time could be better spent. After all, a new building adds fun for survivors, and UD needs more fun stuff for zombies to even out the 62% survivor ratio. Perhaps an idea for zombies would be better suited at this time?--Lachryma 05:11, 16 January 2007 (UTC)
Well it's not specifically for survivors or zombies, but for Malton as a whole. More for R'ping purposes I suppose. Many other buildings have been discussed/submitted that have no further use other than a name change and a rp purpose. So i don't see how this would be any different. --Ducis DuxSlothTalk 05:58, 16 January 2007 (UTC)
Exactly. It's not different, and people are going to vote 'Kill' or worse because of that.--Lachryma 03:01, 17 January 2007 (UTC)
Discussion is fine, but ya gotta give us something to ACTUALLY discuss!--Pesatyel 08:24, 16 January 2007 (UTC)
I can see a sewage plant as a place that is off-limit to humans with the following reason. The sewage sludge is not only radioactive due to a NecroTech system failure, but is highly infected with the zombie virus. Humans who enter lose 9HP/AP due to the radiation and get automatically infected for an additional 1HP/AP damage. Zombies inside heal 10HP/AP. This would give the sewage plant a strategic influence for zombies. To counter arguments that zombies are an unthinking horde, you could say that zombies are naturally attracted to the sewage smell. Other bells and whistles: a zombie using Scent Death would smell the largest nearby horde, but would also detect a sewage plant with the message "You also smell an intoxicatingly strong malodour 1 block north...". A sewage plant would also be the one building into which a zombie could feeding drag a survivor. There would be 10-15 1square sewage plants scattered throughout Malton, mostly in the outer suburbs but a few in the inner city. Of course, the whiney survivor bitch-clique would spam all this into orbit.--SporeSore 15:36, 16 January 2007 (UTC)
That's a pretty good idea. Healing zeds doesn't really matter, but an environment hostile to survivors would be interesting. What would happen to those sleeping in the new sewage plants, though? Would they get thrown outside? Or just get a message and take the 10 HP hit when they run next door? Anyway, such a building would be intriguing. See Dux, something like this (or anything, really) is what you should have had in the beginning!--Lachryma 03:01, 17 January 2007 (UTC)
Sorry, but this is my first submission to the suggestion area. Hey SporeSpore, I like your idea. Maybe tweak a few of the numbers, but I think it could work. Give an area to the zombies to dominate and call home. --Ducis DuxSlothTalk 04:54, 17 January 2007 (UTC)
Don't worry about it. Some people just slap their half-baked insanity on the main Suggestions page and you've avoided that. Anyway, giving zombies a place to call home (and encouraging them to entertain guests!) would be perfect for this building.--Lachryma 05:02, 17 January 2007 (UTC)
Anyway, SporeSore I don't think that giving free healing is a fantastic idea - any suggestion that has even implied this has been shot down - nothing should come for free. There is a penalty for everything. I think perhaps survivors could get infected when inside the Sewage Plant, however only after say.. 24hrs. Hmm, actually scrap that one. Nothing should come free, even an infection. How can we make this building enticing to zombies while repulsive to survivors, barring the smell? --Ducis DuxSlothTalk 12:16, 17 January 2007 (UTC)
Oh, and you could also add a unique suicide option - jump into a sewage vat (you are sucked to the bottom, drowned, then your body is dumped via the drainage pipes)--Ducis DuxSlothTalk 12:26, 17 January 2007 (UTC)
Yah, add a big button labeled FLUSH --SporeSore 14:12, 17 January 2007 (UTC)
The only reason I suggested free damage/healing to survivors/zombies is because there is no other way to make it enticing to zombies, and repulsive to survivors. Survivors can try to barricade the zombies in, but the cost must be very high, or again the purpose is defeated. Worry first about the desired effect, second about how to achieve it, third about how to stream it into the current game. Worry last about getting it passed.--SporeSore 14:08, 17 January 2007 (UTC)
My Underworld suggestion has some sewage in it. Hurr. --Funt Solo Scotland flag.JPG 18:50, 16 January 2007 (UTC)
Ben Hurr? --SporeSore 14:09, 17 January 2007 (UTC)

Maybe you could state that the zombie virus is so prevalent in the sewage plant that nobody can be revived there. On one hand zombies can't be combat revived or accidentally revived, but on the other hand survivors would know that the sewage plant would be filled with "career zombies" and possible singled out. Oh, a 1x1 square sounds like a good area. --ZombieSlay3rSig.png 16:34, 19 January 2007 (UTC)

The only problem with making it 'repulsive' to harmanz is that it also makes it a little pointless. If it causes damage as an infection while inside which is cumulative with normal infection but only if ransacked. Thats going to keep harmanz away but then why do the zeds go there apart from to horde up out of sight? Perhaps give harmanz a bonus for holding it: keeping it powered and running adds to the hygeine of the suburbs hospitals allowing doctors to heal extra HPs or better still if the sewers back up all survivors in the suburb risk infection if they crowd together more than 50? You wanna camp in the Mall fine but i hope you like cholera!!! Hey that might even give a good reason for PKing: bastaed kept pissing in the food hall (survivor number 51) so we just had to shoot him!--Honestmistake 18:14, 19 January 2007 (UTC)
Both zombie slayer and Honestmistake both make good suggestions and clearly point out several things. I like the fact that it could influence the entire suburb, ie for sanitary reasons, however I think it would simply be too powerful to start causing infections on a massive scale. I like the idea, but the pro-survivor consensus will spam it into oblivion. I also like the ideas of not allowing revives inside the building. Perhaps it can be classed as a non-barricade building type, and enlarged to say 2x1 or 2x2 squares. Or make one building in the complex barricadable. Or keep it 1x1 and barricadable. Maybe while ransacked, it causes infections while inside, and no revives allowed? (the ransacking causes effluent to pollute the rest of the complex/building). Hmmm, maybe the infections could be more potent at 2HP? I think that we still need to make a strong case for both survivors and zeds to be fighting over it. Not too much in the zeds favor, not too much in the survivors either. So in the end, perhaps make it suburb-specific, however only certain building types, such as malls, hospitals, etc. --Ducis DuxSlothTalk 02:06, 20 January 2007 (UTC)
Or you could use Spore's original idea of zombies being able to drag people into the sewage plant. If you let them do this at any HP level (of the survivor) then real time combat outside such a place would be incredibly fun: "*whistling* Just headshotting random zombies in this suburb-Aaagh, I've been dragged into a sewage plant and I'm losing health fast!". Also, Shacknews used empty buildings to hide in and build up AP for a major attack, so this would certainly help large, organized hordes launch sieges. A suburb-wide effect though, would get this laughed out of the Suggestions page (trust me, I've seen it happen), which is too bad. A reason for survivors to clear the sewage plant out would improve this idea exponentially, but I have no idea what would work to entice survivors...--Lachryma 02:18, 20 January 2007 (UTC)
Yes, well we do indeed have to come up with a reason soon *looks around* "anybody"? --Ducis DuxSlothTalk 12:18, 20 January 2007 (UTC)
try submiting it with a suburb wide effect (I would but always break the template!) I really like the idea of a 1% per day chance of catching an infection from overpopulated buildings if the sewer is ransacked coupled with no revives in the ransacked sewerplant. The test should be made the 1st action you take in the building (unless it is leaving the building). This is only going to effect a very few buildings but might get people to leave the mall occasionaly and IT would encourage frequent battles. However make it fair and say that while the sewer is working then all 'surgeons' heal an extra 1HP because clean water con be used!--Honestmistake 17:43, 20 January 2007 (UTC)
It's worth a shot, I guess. I just hope the voters are in a good mood, but I'd vote for this.--Lachryma 19:46, 21 January 2007 (UTC)
The sewer is supposed to be a safe haven for zombies, not a place where survivors get to go shooting fish in a barrel for XP. For this reason, I suggested it be inhospitable to humans and hospitable to zombies. I believe the only way to achieve this is what I have stated above. Damage and infection to humans, and healing for zombies. Zombies do not care about healing, but it will act as further deterrent against survivors going in to attack. If area effects are suggested, even if they are excellent ideas, the whole suggestion will get spammed up every orifice. Humans can go in, clear out all the zombies, repair the ransacking, and deploy a generator to turn off the poison, if they want. However, the chief human concern should be holding the areas around the sewers and having to recon constantly. If a single zombie gets in and destroys the generator, the building is poisonous again. If it is too easy for humans to hold the sewer it defeats the entire purpose of having one. Zombies will just not give a fuck. One other zombie boost could be allowing them to communicate properly inside so that they can plan together without having to meta-game.--SporeSore 17:11, 23 January 2007 (UTC)
I have a lot of disrespect for the "zombies don't care about HP" propoganda. When I play zombie, I care a lot about my HP - it's what keeps me active indoors and not chucked out a window. Sure, I can stand up with full HP, but a) it costs AP (a lot if I've been headshot) and b) I'm now probably outside of some 'cades. HP is very important to a zombie. Please don't pretend it isn't. --Funt Solo Scotland flag.JPG 18:03, 23 January 2007 (UTC)
I was trying to give an argument for healing in the sewers that would appeal to those who said they do not care about zombie HP. Back on topic now please.--SporeSore 18:29, 23 January 2007 (UTC)
I've submitted it, I hope they are not too hard on it!--Ducis DuxSlothTalk 23:08, 24 January 2007 (UTC)