User:Aichon/Sandbox/Archive 2009

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Aichon:Sandbox Archive
Aichon
ˈīˌkän :Sandbox Archive

Announcement: I'm no longer active. My talk page is still your best bet to get in touch, but no promises. Aichon 04:39, 15 December 2018 (UTC)

This is an archive. Don't post here.

If you have anything you'd like to add, then go to my talk page, reference the relevant item, and post your comments there. This page should not be edited by others. These are all ideas and tests I've filed away. Most of the items here are failed ideas or one-shot items. If the idea was useful enough that it got implemented or moved to somewhere else, then I don't bother archiving it. This is just my reference for things that aren't somewhere else on the site, just in case I ever need them again.


WIP Suggestions

Swap the Rots

Timestamp: Aichon 20:22, 3 October 2009 (BST)
Type: Skills change
Scope: Zombies
Description: To quickly summarize: Brain Rot and Flesh Rot should be swapped in the skills tree, such that Flesh Rot comes first and Brain Rot comes under Flesh Rot.
Problem: Zombie characters currently have a difficult decision to make: whether to pick up Brain Rot in order to have access to Flesh Rot, or whether to set aside some time (and dignity) in order to seek a revive so that they can procure a Flak Jacket and Body Building. This is unacceptable.
Solution: Thankfully, a simple way of solving the problem is available: swap the two skills in the zombie skills tree. By doing so, zombies will have immediate access to Flesh Rot, enabling them to weather the attacks from attackers more capably, while also allowing them to avoid making a difficult decision. Given that Brain Rot is considered a very pro-zombie skill, placing it further down in the hierarchy of skills also makes sense, since it will now take one additional level before it can be procured (though, in practice, this will affect very little).
Justification: I see four main justifications for making this change.
Enjoyment: Currently, Flesh Rot is a skill that many players either cannot or will not purchase for a variety of reasons. Dual Nature characters avoid it since it makes switching sides more difficult. Many pro-zombie characters avoid picking it up if they want to be able to engage in some of the various trans-mortal tactics or are simply not willing to commit so heavily to being a zombie. But there exists no reason why such a commitment should be demanded for a skill such as Flesh Rot. Forcing such a decision merely diminishes the enjoyment of those playing the game how they want.
Philosophical: Many players share the opinion that their characters should not have to switch to the "other side" in order to play at their best. This means that zombies should not have to become humans in order to be better zombies, and vice versa, since that makes little logical sense. In order to alleviate one such issue, Kevan introduced Flesh Rot, but Flesh Rot was placed underneath Brain Rot in the zombie skill tree, which still forces many zombie characters into choosing the same path as before: become a human in order to become a better zombie, rather than having to pick up Brain Rot in order to enjoy Flesh Rot.
Fairness: Currently, Body Building and Flak Jackets can be picked up by any level 2 survivor character. Making Flesh Rot more easily accessible puts it on par with Body Building, which can be picked up immediately by humans, while also allowing zombie characters to remain zombies, instead of having to switch sides to be better zombies.
In-game Sense: In terms of flavor, it also makes sense. Rotting should start on the outside and work its way in with (un)living beings, since bacteria, critters, or physical damage will occur externally at a very early point after death. A rotting of the brain should take quite a bit longer to accomplish, since it likely won't begin until the brain is exposed to open air, so it only makes sense that it would be located under Flesh Rot.
Caveats: I do observe two potential points for consideration with this suggestion. First, making Flesh Rot more accessible means that more zombie characters will be picking it up. Flesh Rot, in and of itself, has no drawbacks, so it's almost certain that any zombie character with the XP to spare will pick it up as soon as they are able to do so. This change may affect the balance of the game slightly. I think it's easy to agree that this change is fair though, given the position of Body Building within the survivor tree.
Second, placing Brain Rot under Flesh Rot means that Brain Rot no longer acts as a gateway to a useful skill. As such, players will either choose to pick up or ignore Brain Rot on the basis of its virtues alone. This means that it will likely be picked up by less zombie characters than before, potentially simplifying some survivor tasks (e.g. DNA extraction, managing reviving points, engaging in combat revives, etc.). I see this as a virtue though, since it puts the power of the decision more firmly in the players' hands, rather than forcing them to weight their decision.

Disclaimer: I play both sides actively, and have since I first joined.

Discussion (Swap the Rots)

This idea was reconsidered. The primary reason for pulling it is the fact that any level 2 survivor that gets zombified would be able to pick up Flesh Rot, effectively making Body Building and Flak Jackets obsolete. Flesh Rot would be far more desirable than BB+FJ, since it would negate the need to carry a Flak Jacket, freeing up some encumbrance space. While I'm not opposed to the idea of negating the need for Flak Jackets, I am opposed to making Body Building obsolete, so unless a good alternative can be found for that skill, I won't move forward with this suggestion. Aichon 17:00, 18 November 2009 (UTC)



TRPs

Auto Repair Shops
{{{ARS}}}

Hospitals
{{{H}}}

Factories
{{{F}}}

NecroTech Facilities
{{{NT}}}

Forts and Malls
{{{Mall}}}

Police Departments
{{{PD}}}

Bulletin Boards
{{{Board}}}

Revive Points
{{{RP}}}


For Rorybob

Basically, all I did was make a span act as a link, then used the display: block property to make it have width and height. To say it another way, rather than making the cell itself a link, I put a link inside the cell that takes up the entire cell. After that, it was just a matter of tweaking a few things to get it to fit correctly and not stretch the cell in weird ways. You might need to tweak the line-height a bit (possibly bump it up to 14px) to get it just right so that the link covers the entire cell (it might not be covering the very bottom pixel of the cell right now). If you change the size of the table, you'll definitely need to change the line-height property, and you might need to provide a width as well if it gets any larger.

If you want to see just how much of the cell the span covers (e.g. make the line-height much smaller, then do it), add a background-color property with a nice dark color to the span, and you can clearly see which parts are not acting as a link and which parts are. Also, note that in some browsers (WebKit-based ones, I believe), the word "Dakerstown" won't appear on mouseover. Instead, it'll display the URL of the link, and since we can't change the title of the link itself, as far as I know, there's no way around it. If mediawiki has a way to change the title of a link, let me know, since I'd be VERY keen on that.

Feel free to comment here if you have any questions, or you can take it to my talk page if you prefer. Aichon 11:28, 5 December 2009 (UTC)

 


Logical Operator templates

AND: error - non t/f value for variable 1

OR: error - non t/f value for variable 1

XOR: error - non t/f value for variable 1

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