Suggestion:20130105 Increased Initial Repair Cost: Difference between revisions
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'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 14:57, 5 January 2013 (UTC) | '''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 14:57, 5 January 2013 (UTC) | ||
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Latest revision as of 13:37, 20 January 2013
Closed | |
This suggestion has finished voting and has been moved to Peer Reviewed. |
20130105 Increased Initial Repair Cost
Spiderzed█ 14:57, 5 January 2013 (UTC)
Suggestion type
Mechanics
Suggestion scope
Survivors
Suggestion description
There have been a few suggestions about tweaking the ruin mechanics to make them harsher. Most of them go off tangents and add baroque frills like chances to fail repairing, or a requirement to repair them 1AP at a time.
Personally, I am person of simple solutions, so my suggestion is very straightforward:
The base cost for repairing ruins is increased to 6AP (instead of 1AP).
What this does is to move the break-even point from the zombie POV. A ruin would immediately break even for zombies, and result in an AP net gain for every day that passes since.
This would make meat-shielding ruins a much more profitable short- to mid-term endeavour, as there is a net gain much quicker. On the plus side for survivors, there will be suicide repairs to brag about unheard of but under the influence of drugs.
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
Votes that do not conform to the above may be struck by any user. |
The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote. |
Keep Votes
- Author Vote - By this axe I rule. -- Spiderzed█ 15:10, 5 January 2013 (UTC)
- Vote Frankly it's a fantastic way to modify survivor behaviour. --Rosslessness 17:36, 5 January 2013 (UTC)
- Keep Zombie buff/Survivor debuff, well-balanced, and implementable. Bob Moncrief EBD•W! 19:03, 5 January 2013 (UTC)
- Yes. ~ 19:42, 5 January 2013 (UTC)
- Keep. --BOSCH 23:03, 5 January 2013 (UTC)
- Keep Nice simple improvement --Preasure 23:09, 5 January 2013 (UTC)
- Keep Being a survivor is too boring these days. --sannok(talk)(kilts) 23:53, 5 January 2013 (UTC)
- Keep - I've often thought it's silly that barricade strafing can be so extremely effective. This'll help to limit survivors a bit, without nerfing them to the point that the tactic is worthless. Better balance than what we have, essentially. —Aichon— 00:02, 6 January 2013 (UTC)
- Keep - Make the cost 5 AP, just so it's a nice, round number. --AORDMOPRI ! T 14:40, 6 January 2013 (UTC)
- sure it's too easy too stay alive.--User:Sexualharrison15:55, 6 January 2013
- Keep - late to the party.--RadicalWhig 03:46, 17 January 2013 (UTC)
Kill Votes
- Kill If a zombie wants to breakeven on AP they can always hang around the buildings they ruin. Supereviloverlord 10:50, 16 January 2013 (UTC)
Spam/Dupe Votes
- Token spam vote.--SA 05:23, 6 January 2013 (UTC)