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I like the mechanic, but I would prefer something that actually reduced the playing area rather than (as this seems to) increasing it. There's a reason a number of suburbs are effectively abandoned, and it's because the player base has shrunk. Having new players spawn in useful but practically empty suburbs probably isn't the best thing. {{User:Bob Moncrief/Sig}} 18:10, 16 January 2013 (UTC)
I like the mechanic, but I would prefer something that actually reduced the playing area rather than (as this seems to) increasing it. There's a reason a number of suburbs are effectively abandoned, and it's because the player base has shrunk. Having new players spawn in useful but practically empty suburbs probably isn't the best thing. {{User:Bob Moncrief/Sig}} 18:10, 16 January 2013 (UTC)
: Same mechanic, just one ransack on top of that and new players won't spawn there. --[[User:Labla|Labla]] 18:55, 16 January 2013 (UTC)
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Revision as of 18:55, 16 January 2013

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The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

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How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Suggestions

Decaying barricades

Timestamp: Labla 13:42, 16 January 2013 (UTC)
Type: Barricade change
Scope: Everyone
Description:
Add slow decay of barricades to unattended buildings, making over-barricades ghost towns at least useful to new players.

Rationale

Urban Dead player base is shrinking with each day, which has great impact on the game. Suburbs without large buildings (Malls) or/and organized active groups become desolated. This in turn leads to creation of over-barricaded ghost towns in many cases.

In normal condition zombies would work like savanna wildfire, ruining suburb from time to time (and later survivors would reclaim red part of the city). This doesn't necessary happens, in some part of the Malton it is hard to find a single zombie or numbers are so low, that ferals have very low impact. This is natural as predators follow their pray, which leads to clustered player activity in UD.

What is the bad part? Barricades in desolated areas stay the same or goes up thanks to Fiddler's Green Syndrome. It is hard to find any use for those places, beside huge free running lanes. New players will avoid this area - finding a safe house can be close to impossible. Experienced survivors will also have hard time finding entry point. Same goes for zombies, EHB and small food supplies just drives them off.

At least in case of completely ruined suburbs, there are mobile groups and also unaffiliated survivors who enjoy reclaiming this type of terrain. So what we can do with over-barricades ghost towns?

Solution

Add slow decay to unattended buildings. Barricades should go down after some time. Keep in mind that main beneficents should be new players. Buildings with lower barricades make good safe-house for new survivors. They are also easier to open up for zombies.

Possible problems

Finding right balance, it is a double edged sword. Example: negative impact of too fast decaying barricades will not be limited only to survivors - think pinata tactics.

Mechanics

This is part I would like discuss, before submission. Barricades are central part in UD mechanics and even slight change can have great impact. I wouldn't be surprised if I missed something crucial, leaving a loophole. Bellow you will find the very first draft.

After 3 weeks without touching barricades, decay should kick in. If building is empty at the time, barricade should go down a one level per day. Decay stops when someone rebarricades building (successful attempt) or barricade level reaches VSB+0.

This means that building at EHB+2 would drop to VSB+0 in about a month. Why VSB+0? I picked up this level, because it is used at rot revive clinics as good compromise. Provides some security, on other hand it can be taken by zombies pretty easy.

Discussion (Decaying barricades)

Great idea. It'll have no impact at all on suburbs that are being hotly contested, but for suburbs that have been largely abandoned, it should help to make things easier for both sides, since new survivors will spawn there more often (they only spawn in VSB buildings) and newbie zombies will see VSB cades and know that they can actually have a hope of taking them down and getting inside. Plus, it'll avoid Fiddler's Green, as you said, meaning that entry points should be easier to find in those suburbs. Aichon 16:19, 16 January 2013 (UTC)

It may have been suggested before, I will eventually check. Also, welcome to Developing suggestions, feel free to ask any questions, and using the comments box on your edit to ask for help is always a genius move. Well played sir. --Rosslessness 17:42, 16 January 2013 (UTC)

It was suggested before, probably more than once e.g.: Suggestion:20091010_Barricades_Degrade_With_Time. Not sure if different rationale and better, more specific description is enaugh to not get duped. --Labla 18:20, 16 January 2013 (UTC)

I like the mechanic, but I would prefer something that actually reduced the playing area rather than (as this seems to) increasing it. There's a reason a number of suburbs are effectively abandoned, and it's because the player base has shrunk. Having new players spawn in useful but practically empty suburbs probably isn't the best thing. Bob Moncrief EBDW! 18:10, 16 January 2013 (UTC)

Same mechanic, just one ransack on top of that and new players won't spawn there. --Labla 18:55, 16 January 2013 (UTC)

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.