Suggestion:20100608 Generator Damage: Difference between revisions
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'''Suggestion description'''<br /> | '''Suggestion description'''<br /> | ||
Generators are like candy to zombies. Aside from drinking up AP to destroy them that could just as well be used to down survivors, there are absolutely '''NO''' detrimental effects to zombies as a result of attacking generators; likewise to any destructive survivors. I propose that generators, when reduced to damaged status should have a chance to douse the attacker or attackers in fuel (if fueled up), with a 30% chance to do so. In addition, when destroyed, the generator would have a 10% chance to explode (again, it would have to have fuel in its tank), dealing 5 points of damage to all attackers still present in the building, or 15 to any attackers doused in fuel. Supplementing this change, any generators damaged beyond dented would, instead of showing a solid yellow color on the building block, would have a striped yellow/light grey color, to indicate flickering/intermittent lights. This would be a red flag for survivors with toolkits/FAKs to alert them to a recent zombie incursion, and let them know that aid is probably needed/there is hostile zombie activity in the area; it would also let zombies see that their brethren most likely recently led an attack on the building, and that there are bound to be injured survivors/weakened barricades at the designated block. | Generators are like candy to zombies. Aside from drinking up AP to destroy them that could just as well be used to down survivors, there are absolutely '''NO''' detrimental effects to zombies as a result of attacking generators; likewise to any destructive survivors. I propose that generators, when reduced to damaged status, should have a chance to douse the attacker or attackers in fuel (if fueled up), with a 30% chance to do so. In addition, when destroyed, the generator would have a 10% chance to explode (again, it would have to have fuel in its tank), dealing 5 points of damage to all attackers still present in the building, or 15 to any attackers doused in fuel. Supplementing this change, any generators damaged beyond dented would, instead of showing a solid yellow color on the building block, would have a striped yellow/light grey color, to indicate flickering/intermittent lights. This would be a red flag for survivors with toolkits/FAKs to alert them to a recent zombie incursion, and let them know that aid is probably needed/there is hostile zombie activity in the area; it would also let zombies see that their brethren most likely recently led an attack on the building, and that there are bound to be injured survivors/weakened barricades at the designated block. | ||
'''Note:''' The "fuel leak" chance would only occur when the generator drops a damage level, e.g. from damaged to badly damaged, damaged to destroyed. | '''Note:''' The "fuel leak" chance would only occur when the generator drops a damage level, e.g. from damaged to badly damaged, damaged to destroyed. |
Revision as of 02:01, 8 June 2010
20100608 Generator Damage
Warbird108 02:10, 8 June 2010 (BST)
Suggestion type
Generators should be altered to create a variety of logical, albeit not yet implemented, effects.
Suggestion scope
Survivors and zombies, buildings
Suggestion description
Generators are like candy to zombies. Aside from drinking up AP to destroy them that could just as well be used to down survivors, there are absolutely NO detrimental effects to zombies as a result of attacking generators; likewise to any destructive survivors. I propose that generators, when reduced to damaged status, should have a chance to douse the attacker or attackers in fuel (if fueled up), with a 30% chance to do so. In addition, when destroyed, the generator would have a 10% chance to explode (again, it would have to have fuel in its tank), dealing 5 points of damage to all attackers still present in the building, or 15 to any attackers doused in fuel. Supplementing this change, any generators damaged beyond dented would, instead of showing a solid yellow color on the building block, would have a striped yellow/light grey color, to indicate flickering/intermittent lights. This would be a red flag for survivors with toolkits/FAKs to alert them to a recent zombie incursion, and let them know that aid is probably needed/there is hostile zombie activity in the area; it would also let zombies see that their brethren most likely recently led an attack on the building, and that there are bound to be injured survivors/weakened barricades at the designated block.
Note: The "fuel leak" chance would only occur when the generator drops a damage level, e.g. from damaged to badly damaged, damaged to destroyed. Note: The "attackers" referred to in the 3rd and 4th lines are attackers of the generator.
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Keep Votes
- Keep It would be pretty silly if I voted no to my own suggestion, eh? Warbird108 02:20, 8 June 2010 (BST)
Kill Votes
- Kill Nerfing something that is in no way unbalanced, especially when it hurts the underpowered side in the game. 02:15, 8 June 2010 (BST)
Spam/Dupe Votes
- Spam You didn't define "attackers" at all, and auto-attacks (even by generators) suck. Should have gone to DS. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:39, 8 June 2010 (BST)
- Re: The "attackers" mentioned in the suggestion were thought to be implied as the attackers of the generator. I guess I didn't clarify. Warbird108 02:55, 8 June 2010 (BST)
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