Talk:Suggestions/6th-Feb-2007

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Zombie Resource Point

Timestamp: Marital Strife 19:42, 6 February 2007 (UTC)
Type: balance change
Scope: zombies
Description: One of the problems that survivors have in holding onto safe areas in the game is that they are forced to defend regions of the map whereas zombies have no such restriction. Thus, zombies can swarm into a survivor "safe zone" and always be sure of overwhelming the living. This makes the idea of setting up a permanent SSV is impossible. While I don't want to change this dynamic too much, I would like to see a zombie resource point of some sort that zombies would prefer to defend. Note, I mean something they would prefer to defend, not that they have to. This would restore some level of balance to the zombie-human conflict and give humans an opportunity to strike back. Perhaps this would take the form of zoos or pet stores, to provide zombies something to eat and regain their health. Or, maybe it's a location with a miasma that makes zombies harder to revive.

Discussion

Zoos exist, and are empty. Pet stores ... would be empty by now (although, considering the unlimited supply of stuff in malls, might not be). However, perhaps pigeons? Or rats? Zombies would be given an option to hunt in parks, streets, and certain buildings, and, if successful, would gain a certain amount of HP/XP, or a corpse that they could eat later, like a FAK, but less useful over time. The chance of succeding, and the benifits given, would vary based on the location. --Saluton 00:31, 8 February 2007 (UTC)

Let them search (when outside). They might find something like a stray dog or cat, which they could eat for HP. --Uncle Bill 03:54, 8 February 2007 (UTC)

The best suggestion of this type so far is that of the Sewage Plant. Vote for it quick before voting closes!--SporeSore 13:36, 8 February 2007 (UTC)

Errm...voting on Sewage Plant closed on the 7th Feb (yesterday)....–Ray Vern Pig.gifphz T 14:20, 8 February 2007 (UTC)
Maybe it did, but until someone moves it to the closed section, who cares?--SporeSore 16:29, 8 February 2007 (UTC)

Any resource point for zombies would have to provide a very good reason for survivors to try and take it - otherwise why would they bother. A non-contested space would just take several squares out of the game for survivors. Malls are constantly contested because of the survivor numbers generally present (good eating) and because they provide resources survivors can use elsewhere - a local only buff would not help the zombies cause.

I would suggest a similar idea to the sewage plant, but instead of only local buffs have it so that a zombie can go in and eat the sewage or bath in it (whatever). Doing so would allow the zombies to infect survivors with a claws attack as well as a bite (but only if they have the infectious bite skill to start with). This buff would last until they next died.

Survivors would then have a damn good reason to take and hold the plant. –Ray Vern Pig.gifphz T 14:20, 8 February 2007 (UTC)

I can already hear survivor screams but how about making Ransack more effective in NTs? By that i mean that in ransacking the building the zombie contaminates the labs and for X days after the damage is repaired all syringes found or made treat the target as if they had brain rot 50% of the time?you sure as hell are going to see survivors fighting even harder to keep them open and zeds even more determined to wreck them! The only way there could possibly be syringes left is if it is assumed that the machinery keeps pumping them out automatically and your search is basically just a check to see if a new one is ready so it could make sense! --Honestmistake 17:12, 8 February 2007 (UTC) *better still as well as treating the target as a rotter they could give a temporary boost to HP or AP!

It would have to be HP if there were going to be a boost at all. The only issue I'd have with the NT ransack change you suggest is that it becomes in the best interests of the zombies to roam from NT to NT rather than trying to hold them. The zombies would want survivors to start using the wrecked NTs (and thus the less efective syringes). It then becomes a game of musical chairs/NTs (which would make the survivor population more mobile I suppose.....). Dunno....not sure I'm for this...will have to think on it. –Ray Vern Pig.gifphz T 17:26, 8 February 2007 (UTC)
I know what you mean but that only really applies IF the syringes that go bad give a bonus to the target... making the chance of that happening lower (or make it a temporary infected bite instead) and the reduced syringes available become a more important issue! Hell the buff need not even apply to the zed, perhaps the dodgy syringe infects the survivor instead!--Honestmistake 17:34, 8 February 2007 (UTC)

Why would zombies want a to hold any particular spot (aside from ransacked NTs/malls)? I don't understand the point of the Sewage Plant suggestion either for that matter. Zombies go TO the food, not the other way around. And while UD zombies are more intelligent then "normal" zombies, they still follow the BASIC tenants of zombie genre. And "holding" areas for no reason isn't one of them. Your forgetting the fact the survivors NEED resource point. How else are they going to acquire bullets/guns/FAKs/etc.? Zombies don't need (since they can't use) that stuff. You haven't even said WHY zombies would "defend" this location. What do they get out of it?--Pesatyel 08:19, 9 February 2007 (UTC)

  1. Nothing I suppose, which is why this is a stupid suggestion. However, I wonder if it would be good if a certain building has some sort of Air Pathogeon Factories which is created by the NecroTech company...one in every suburb (like Mobile Phone Tower). To activate a APF, zombies must ransack the building. An Air Pathogeon Factory just pumps improvedd zombie pathogeons in the air, making the zombies in tue surub more powerful, by increasing...um...something. It may increase 'Barricade smashing' Precentage, Claw Precentage, Bite Precentage, maybe just some extra HP. Just...something interesting.--ShadowScope 04:05, 10 February 2007 (UTC)
Exactly. If there is NOTHING for the zombie, there is no point. I actually kinda like an old idea of zombie "stench" causing survivors to have a hit penalty of some kind. Maybe that could tie into this. The zombies wade through the crap of the sewage plant or get covered in this "pathogen" to get the stench benefits, but they wear off after a certain amount of time.--Pesatyel 06:58, 10 February 2007 (UTC)
Actually, I thought the Pathogeon would work like Mobile Phone Towers. If it is active...well, it automatically works and apply for all zeds in the suburb. That way, some zeds can remain to sack the APF while most are floating about, having fun and destroying the place, taking advantage of the APF. We agree upon a common boost/nerf for suriviors when the Air Pathogen Factory is activated via ransack, I type some roleplay jutsification, and then we can send it.
Two Ideas:
  1. Flak Jacket-like protection to every Zed. (Least contervisal, helps out "pure" zeds, though nerfs Flak Jackets, there are several suggestions that give Flak-like powers to pure zeds, like Brain Rot...but they are quickly forgotten by Kevan.)
  2. -5% Peantly for all attacks (or all attacks via ranged weaponary [guns].) Much more deveasting peantly. If I do it for only guns, it nerfs them and allows for fire axes to become popular, though a -5% penatly for all weapons make everyone fear the Zeds. In the long run, all this would do is waste AP for suriviors when cleaning buildings.--ShadowScope 14:01, 10 February 2007 (UTC)
I'd be against bonuses that arbitrarily affect all zeds in a set area. The bonus should be something the zombie has to actively acquire from the resource point (like a ransacked sewage plant giving shit-covered claws for infectious claw attacks - zed must dip claws and they run out after a set period of time, a set number of AP spent or a set number of attacks - whichever - also...if the survivors hold it with a powered generator then the water filtration system starts working and infections in the defined area are less likely (infectious bite has a 50/50(?) chance of working on a successful bite attack) - this would give both sides a reason to hold the building). I'd also be against anything that makes the zeds harder to kill - as that means survivors will have a more difficult time clearing them to take the building. –Ray Vern Pig.gifphz T 16:37, 10 February 2007 (UTC)
I do not want this suggestion to be too complex. Complex suggestions go to Peer Rejected or just get rejected by Kevan. Why keep track of claws with infection status that expire in AP/attacks when you can just check if only one building is ransacked or not before you apply the bonus? Why must a zombie have to go to the resource point, wasting AP for something pretty dubious as an effect? And I thought this building was supposed to be benifeting Zombies only, and not suriviors as well? The benieft of a surivior in preventing the Zombies from taking over this "Resource Point"...is that zombies don't get the boost. And I think Zeds do need that boost to make them harder to kill, because then it provides them a very good reason for capturing this building. I think I may be forced to turn this into my own suggestion and see it be killed...again.--ShadowScope 17:51, 10 February 2007 (UTC)
A zombie resource point should be just that - a place zombies go to in order to get something that is useful to them (like malls for survivors). To make it an automatically applied global affect (even if only over a limited area) would make it too powerful (or just TOO limited an area to be worth while). If the area is too limited or empty of anything else interesting to survivors, then survivors wont bother with it, they'll just avoid the area - remember...a survivors job is to survive, not hunt zombies. Zombies will then get bored because they have no food and will leave the area for more target rich environments. Claw attack infections would be pretty devastating to the survivor population, though the survivor buff I noted before is a bit pants....Clean water should provide some benefit or other, just not sure what would be best.
I can't see how a defensive zombie buff could be justified just by zombies holding a building nearby - except maybe by some sort of "Smog" being produced by the location....which is not an idea I'd put forward. Still...can I ask that if you do suggest something similar, make sure to be very specific to avoid your suggestion duping all other resource point suggestions that may follow from this discussion. –Ray Vern Pig.gifphz T 18:58, 10 February 2007 (UTC)