Suggestion:20090909 New River: Difference between revisions

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Malton and Borehamwood
Malton and Borehamwood
'''Suggestion description'''<br />
'''Suggestion description'''<br />
A new river in Malton would open up on the west border. But it wouldn't use the same mechanics as Borehamwood. It would use the special mechanics described here. The river would extend north past the Malton border, going north to the south of Borehamwood's river. The entire suggestion would not be  
A new river in Malton would open up on the west border. But it wouldn't use the same mechanics as Borehamwood. It would use the special mechanics described here. The river would extend north past the Malton border, going north to the south of Borehamwood's river. The entire suggestion would not be implemented at once; first the river would open up until the border (no boats yet); then Swimming would be available; then boats would be available; then the river would open to Borehamwood.
 
Revives and DNA Scans would not work in Borehamwood; the flavor text {{udspan|You are out of range of the NecroTech network.}} would display, and 0 AP would be wasted.


'''Water Mechanics'''
'''Water Mechanics'''

Revision as of 00:05, 9 September 2009


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20090909 New River

Matthewbluewars /New City\ 01:03, 9 September 2009 (BST)

Suggestion type
Link between cities Suggestion scope
Malton and Borehamwood Suggestion description
A new river in Malton would open up on the west border. But it wouldn't use the same mechanics as Borehamwood. It would use the special mechanics described here. The river would extend north past the Malton border, going north to the south of Borehamwood's river. The entire suggestion would not be implemented at once; first the river would open up until the border (no boats yet); then Swimming would be available; then boats would be available; then the river would open to Borehamwood.

Revives and DNA Scans would not work in Borehamwood; the flavor text You are out of range of the NecroTech network. would display, and 0 AP would be wasted.

Water Mechanics

To travel on water, you go to a land-water block. These blocks are empty blocks (piers, marinas, shipyards, and river locks) where players can either be on land level or water level, and can travel between them for 1 AP. On sea level, boats can travel, survivors with a civilian skill "Swimming" can swin and zombies can float for 3 AP (2 AP with Lurching Gait). On land level, zombies and survivors can travel normally or find boats.

To enter a boat, go to a land-water block, ad select from a list of boats to enter. The list options each follow the format: (Owner name)'s (Boat type). When on a boat, the owner controls the movement. To own a boat, you go to a land-water block and click, "Launch", with 20% chance of owning the boat found at that block. (None found in River Locks). When the boat is powered (boats automatically have generators), the owner can move it for 2 AP per block.

Each boat has a database of items on board. When you drop an item findable on that boat, it adds that item to the database. The chance of finding any item is 10% divided by number of item:total items on board (+10% if the boat is fuelled)..

Zombies cannot attack survivors on boats. However, they can attack boats. Successful attacks damage the boat by one level. Survivors that fall in the water (from either destruction of boats or "Underwater Drag"; see "New Skills" for more) have a 50% chance (reduced 25% by Swimming and another 25% by owning a Life Jacket) of taking 20 damage upon falling in.

Boats:

  • Dinghy - small 2 person boat
    • Found in Piers
    • Damage levels: undamaged, "damaged", destroyed.
    • Cannot be searched
  • Yacht - large 10 person boat
    • Found in Marinas
    • Damage levels: undamaged, "scratched", "damaged", "leaking", destroyed.
    • Findable items: Beer, Wine, Life Jackets, Fuel Cans, all sports items.
  • Patrol Boat - medium 5 person boat
    • Found in Shipyards
    • Damage levels: undamaged, "scratched", "damaged", "badly damaged", "leaking", destroyed.
    • Findable items: Life Jackets, Radios, Pistol Clips, Pistols, Fuel Cans.
    • Has a built-in Radio Transmitter.

New Skills

  • Swimming (Civilian) - allows survivors to travel on water without a boat for 2 AP per move.
  • Sailing (Military) - allows boat owners to move boats for 1 AP per move.
  • Boat Repair (Scientist) - allows boat passengers to repair their boat while in the water; requires a Toolbox and Construction.
  • Underwater Drag (Zombie; under Feeding Drag) - allows zombies, for 5 AP, to attempt to pull a survivor off their boat with a 35% chance of success.