Talk:Suggestions/22nd-Nov-2006

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Power Plants V8.5

  • As promised, here's my quibble (along with a possible way to fix it):
    • Mildly underpowered: Come on, six large-scale generators powering only six suburbs? I can understand the reasoning behind that, but it just doesn't seem right.
    • Possible fix: A single powered square in a Power Plant powers one suburb - however, if multiple squares in the Power Plant are operational, the total output is boosted: 2 operational squares power three suburbs, three operational squares power six, and four power nine. It's still not overpowered, as only 12 suburbs total can be powered even with both Power Plants running at full capacity, as one station only has two squares. Also, the power transmission is limited for other reasons: zombies damaging the infrastructure (e.g., tearing down the transmission wires, wrecking the booster substations, trashing the external transformers for various buildings, that sort of thing) and the various jury-rigged repairs overloading sections of the power grid.

How's that sound to you?

--Sgt. John TaggartUNIT 11/5 WCDZ TJ! 01:42, 22 November 2006 (UTC)

Sounds not to bad, but I'm kinda scarred to make it any more powerful for fear of the spam-brigade. I don't know how 12 suburbs would fly with the dedicated zombie players.--Labine50 MH|ME|P 01:51, 22 November 2006 (UTC)
You've got a point there . . . I'll fiddle with the numbers some, and see if I can't strike a balance between more power to survivors and not pissing off the Spam brigade. I did, however, think of something else that could be altered while I was offline last night - the fact that ransacked buildings don't receive power. Now, I personally think they should (just as non-ransacked buildings do), but with two differences:
  • One, the description of ransacked buildings changes when powered, to something akin to this: You are in the southwest wing of Fubarred Mall. The building has been ransacked - glass from smashed shop windows covers the floor, along with destroyed shelves and chunks of wallboard and tile. Broken wires stick out of the damaged walls, sparking intermittently, and the few working lights flicker and buzz. (This is just flavor - you still can't search due to the building damage.)
  • Two, any attempt at cleaning up ransacked buildings when powered by the power plants has a chance to cause 1-3 damage to the repairing survivor because he comes into contact with live wires that have been damaged in the ransacking.
--Sgt. John TaggartUNIT 11/5 WCDZ TJ! 13:21, 22 November 2006 (UTC)

Revive Expert

Timestamp: The Mad Axeman 15:35, 22 November 2006 (UTC)
Type: New skill
Scope: Survivors.
Description: After performing many revives, some people are getting rather good at it. Being brought back from the dead by one of these experts is less traumatic than normal, allowing for a quicker recovery.

Revive Expert is a new skill that requires that the character already have Lab experience. When a zombie is revived by someone who has this skill they stand up with 5 more hp than usual - so 30 (Or 35 for those with bodybuilding). The AP cost to make the revive is unaltered.

Discussion

Hmmm...see nothing wrong with this, except I wish that I had thought of it (damn it, and I was also thinking about making a suggestions that involved making PKer names stand out by color-coding or something, and that was just implemented today! I need to start suggesting anything I happen to think of!). --Reaper with no name TJ! 20:35, 23 November 2006 (UTC)