User talk:Kirk Howell

From The Urban Dead Wiki
Jump to navigationJump to search

Wirecutters

It's true they'd only be used by zombie spies to cut power but it would reduce griefing and zombie spying. They'd be forced to carry wirecutters, thus giving them less space for other items, and it would cost TWICE as much AP to destroy a generator than it does now. This would hurt zombie spies, not help them. Please reconider your vote. --Jon Pyre 19:09, 28 Jan 2006 (GMT)

After the wire is cut all that does is waste the fuel inside. The generator is still fine, just without fuel and any player can just refuel it to make it work again. This suggestion would only let griefers destroy generators half as often as they are now since they'd have to destroy two effective barricade levels instead of one. I doubt a stronger version would stand a chance of passing, too many zombie griefers would vote "WHAT? SOMETHING THAT COULD POSSIBLY HURT OUR STRATEGY OF PLAYING AS SURVIVORS?" and kill/spam it. If we can get this version to peer reviewed I can always submit a more potent version later and I can include in the suggestion notes that the idea of making the generator having a chance to shock the attacker was put forth. Will your change you vote if I do that? --Jon Pyre 04:41, 29 Jan 2006 (GMT)

Scent Exhaustion

Look carefully in my suggestion, and tell me where it says all survivors are marked if they have low AP. I even put it in bold - only survivors "on the mini-map" are marked. That means the longest idle ones on the block. This also does not serve as X-Ray vision. The mechanic to find the AP would work the same as the mechanic for Scent Fear (if the HP is 25 or lower, the player is marked with a * on the mini-map) meaning that Scent Exhaustion wouldn't cause anymore server strain than that skill. --TheTeeHeeMonster 16:42, 14 April 2006 (BST)