Talk:Suggestions/3rd-Jan-2007

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Searchlight

Timestamp: Labine50 MH|ME|P 03:23, 3 January 2007 (UTC)
Type: New Item
Scope: Everyone?
Description: Searchlights have been used in the world for almost a century, in war and for advertising. What about in Malton? This suggestion introduces a few new things to the game.

New Item

  • Searchlight-Your everyday searchlight with a Xenon arc lamp. When set up in a powered building, It can be pointed at other blocks around the building to provide limited lighting. It gives half the effect of powered searches. The name of the building it is pointed at is turned yellow, much like when it is powered, except with a grey border. The default position (For when it is first set up) is west. It costs one AP to set up, and one AP to change direction. To avoid griefing, it can't be pointed at open ground. (Fort Storehouses 5%, Fire Departments 5%, Police Departments 4%, Mall Hardware Stores 2%)

Building Descriptions

  • Outside building with powered searchlight-There is a searchlight on the roof, casting a beam of light (Direction).
  • " " un-powered searchlight-There is a searchlight on the roof, pointing (Direction).
  • Inside building with powered searchlight pointing at it-There is a beam of light from the (Direction) shining in through the windows.
  • Outside " "-There is a beam of light from the (Direction) pointed at the building.

New Game Play

  • In addition to searching, it could also be used for signalling. (Ex-Take back the building with the searchlight pointed at it)
  • The effect does not stack with generators.

Discussion Just a random idea at 9PM...--Labine50 MH|ME|P 03:23, 3 January 2007 (UTC)

Hmmm, nice flavor. I think the search percentage increase is a bit strong. Maybe it only has effect for that when barricades are below a certain level, like QS or less, for example? Also, I doubt anyone would notice an unpowered search light. I must admit, I have no idea whatsoever what stacking with generators means. lol--Nosimplehiway 05:39, 3 January 2007 (UTC)

Billy found a searchlight in Caiger mall. He sets it up in The Latrobe Building, and shines it on The Blackholler Arms, which nobody powered. The people inside now get +2.5% chance to find something. (And example) later, somebody powers The Blackholler Arms, giving the residents +5% chance to find something, and Billy's searchlight now has no effect. And your right, the percent does need a bit of tweaking...--Labine50 MH|ME|P 06:28, 3 January 2007 (UTC)
Of course. Brain fart on my part, but not stacking makes sense now. How far away would the searchlight be visible? Flares are visible from a distance, and in RL search lights are meant to be seen for miles around.--Nosimplehiway 20:16, 3 January 2007 (UTC)
When I originally came up with the idea, I was going to have it purely for signaling. I thought that might create too much "Since your last turn" spam. What if it added a little box in the game that listed "Nearby Searchlights:" with a radius of 4 blocks, Or something like that.--Labine50 MH|ME|P 05:14, 4 January 2007 (UTC)

Actally doens't sound too bad. I mean, this requires a generator, so if the generator goes, so does the light. There are only two problems I can think of (at the moment): Would zombies be able to attack the light? And, since most non-mall buildings are USELESS for searching (the only reason to HAVE light), this wouldn't be as useful as it COULD be.--Pesatyel 06:36, 3 January 2007 (UTC)

Of course it could be attacked, sorry, I should have explained. Remember that there are 75 or so suburbs without malls.--Labine50 MH|ME|P 07:43, 4 January 2007 (UTC)

I think you should focus on signaling rather than searching. You could point at a building, as stated above, or point the searchlight straight up, which would have similar visibility to a flare (only more permanent). This might be useful for helping newbies find malls or something. --Uncle Bill 03:59, 4 January 2007 (UTC)

Good idea, I adressed that 2 comments up.--Labine50 MH|ME|P 05:14, 4 January 2007 (UTC)

Well, like I said, since non-mall buildings are all but useless, the "signalling" aspect would be the only real use.--Pesatyel 07:56, 4 January 2007 (UTC)

That's not true. Any resource that can be found in a mall can be found elsewhere too, a fact that becomes important when your local mall is overrun. There are also some things you just can't get in a mall, like syringes, fuel, and spray cans. Malls also aren't tall enough to use binoculars from. --Uncle Bill 02:46, 5 January 2007 (UTC)
No it isn't ENTIRELY true. The game IS way to centered around malls and NT buildings. The other resource buildings include PDs, Firestations, Hospitals and Auto Repair. The other 18 buildings are essentially useless (and, yes, I know you CAN find stuff there, but it is the less useful stuff like using a pipe over an axe for anything other than RP reasons). People have little reason to search in any place other than the handful I mentioned. I'm not saying other buildings don't have uses...just not for searching. For example, why waste time searching for a FAK in a cathedral at 5% when you can do it in a Hospital at 14% or a mall at 20% (34% and no newspapers with the mall skills). Even the knife, which was altered to be more "newbie friendly" is STILL limited to the malls (oh, and a 1% chance in junkyards). See what I mean? People don't search for the "good stuff" in non-resource buildings, even if they COULD find it there.--Pesatyel 04:24, 5 January 2007 (UTC)
The only key resource you missed out was the forts - they've got their own generators, fuel, guns, ammo and FAKs. --Funt Solo Scotland flag.JPG 14:18, 5 January 2007 (UTC)
Sorry, I already tried suggestion a minor mall nerf, it didn't work. One thing I agree with zombies on, is that the Mall/NT thing is far too powerful.--Labine50 MH|ME|P 23:27, 5 January 2007 (UTC)
Oh right, I forgot about the Fort upgrades.--Pesatyel 04:46, 6 January 2007 (UTC)

In terms of search benefits- no, I don't think so, it makes no sense. First of all, Malton still has SUNSHINE (during the daytime) which would light up a building interior much better than a searchlight would. Second, the bizzare shadows and glare from a searchlight would hinder as much as help, would kill your dark vision, and generally would be a nuisance. They point searchlights at houses under police siege, to DISABLE the people inside, not to HELP them.

However, in terms of signaling, it would make sense. Every scene description could include a description of where any active searchlights within (say) 4 blocks were, so that survivors would be aware of powered buildings that were nearby, but not visible on the map. --Swiers 22:37, 6 January 2007 (UTC)