Suggestion:20130621 Mob Advantage: Difference between revisions

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[[Image:Anja_arnhem_signature.png|82px|Surgeon General of the City of Malton|link=Surgeon_General]][[Image:Pgg.png|12px|Anja|link=Surgeon_General]] 18:08, 21 June 2013 (BST)
 
'''Suggestion type'''<br />
Attack accuracy adjustment. <br />
 
'''Suggestion scope'''<br />
Zombies. <br />
 
'''Suggestion description'''<br />
The proposal to adjust accuracy for a standard zombie bite and claw attacks, a skill I like to call Mob Advantage. This ''''passive'''' skill allows zombies additional opportunity to get a chance to land a successful strike or bite on a survivor when they are part of a larger group in the same building.
 
 
- As zombie, for every zombie you are with in a lit building, you gain a .50% chance to land a successful strike or bite on a survivor or zombie.
 
- As zombie, for every zombie you are with in a dark building or outside, you gain a .25 chance to land a successful strike or bite on a survivor or zombie.
 
 
''<u>Example</u>- A small group(of seven zombies) breaks into a factory. The factory has three survivors inside of it, and it is lit. Any one of the seven zombies inside the building would now have a 3% additional chance to either smack or bite a survivor or one of the other fellow zombies.''
 
''<u>Example</u>- Next door to that factory, the big bash four mob (of 121 zombies which is almost unheard of in these days) breaks into the mall. The mall is not lit up with electricity, because a gker decided to ruin it for everybody. The zombies inside of the mall would have a %30 additional accuracy boost to attack either survivors or themselves.''
 
 
With light, zombies and survivors are granted the same potential to kill one another, and the same can be said about darkness, but what makes this different is that not only would this make generators more valuable of an item in terms of potential use, but also for potential tactics. The use of generators in Malton can change everything, especially when dealing with mobs. It would put the survivors in a situation like this...
 
 
''<u>Example</u>- The Ridleybank Resistance Front is trying to retake Blackmore from a bunch of survivors who managed to somehow stay inside for about two hours. The zombies have destroyed the barricades and gone in, only to discover that they were outnumbered (56 zombies versus 91 survivors). The blackmore building has been lit up, and the zombies would like to use the light to their advantage. The survivors also would like to use the light to their advantage, but recognize the fact that because the light gives zombies far better accuracy, and since they are in a fairly large group, they will be a lot more efficient in killing humans with their AP. The survivors would be put into a position where they may consider destroying their own generator for the sake of holding off a little bit longer, while the zombies would wait until the very end of their siege to destroy the generator, causing the building to go black.''
 
====Voting Section====
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'''Keep Votes'''
#'''Keep''' - Although I think it makes more sense for it to be calculated for each square of a large building (such as a mall) separately, rather than together. It seems strange for the presence of zombies in one end of a mall to affect what's going on at the other end. {{User:Bob Moncrief/Sig}} 18:26, 21 June 2013 (BST)
 
'''Kill Votes'''
#Zombies are already well-off in terms of killing ability. Newbie zombies generally beat newbie survivors in terms of % to hit. (Firefighters tie % to hit but win on damage; privates and cops win by 5% and win on damage.) On fully levelled characters zombies win over survivors on melee, but lose to firearms. Yet firearms always need to be searched for and ammo can always run out. This reads to me as balanced. The game isn't lame in terms of combat; it's lame on barricades (in many respects) and the over-importance of the zombie metagame. (And a bunch of other things.) Barricades aren't fun to zombies: for one reason, getting strings of non-successes over many AP used to attack the barricades isn't encouraging. You lose AP while seeing nothing new and making no changes to the game world. It's also lame to rely so much on the zombie metagame for coordinating attacks; zombies have a greater need for the metagame and also get more out of it. --{{User:A Helpful Little Gnome/Sig}} 19:36, 21 June 2013 (BST)
#:So I'd be interested in suggestions that make barricade smashing less "random" and more fun. (This can be partly accomplished by increasing the % success to bring down a barricade level but also increasing the number of levels to bring down. You'd do this to retain the average AP spent to take down any number of barricade levels, and make it so that you'd see fewer non-successes. That means your AP spent is more likely to actually "do something". I feel like this would be better.) I'd also be interested in changes in game mechanics that makes feral zombies more effective and the zombie metagame less super-effective. I figure your suggestion is really about making zombies more effective at killing survivors; and you're seeking to improve the portion of this involving zombie confronting survivor and attacking survivor. I think this part is fine; it's getting to this part that needs work. --{{User:A Helpful Little Gnome/Sig}} 19:36, 21 June 2013 (BST)
#'''Kill''' - It's actually a very well-considered suggestion and shows a lot more finesse than I'm used to seeing in suggestions. The problem, however, is that it strengthens those who are already strong. Specifically, zombies in larger groups are ''already'' stronger than survivors at comparable numbers, simply because barricades are a survivor's best means of gaining the AP advantage in battle, but barricades are nearly meaningless against a horde that can establish a beachhead. What this suggestion does is buff those zombies that are already more than capable of defeating survivors. I'd rather see the buff occur when there are fewer zombies, since it would help newbies and loners out, and they're the ones that need the help the most. {{User:Aichon/Signature}} 21:31, 21 June 2013 (BST)
#'''Kill''' - Would create a double pump effect for organized hordes (who are already overwhelming), while doing nothing for ferals (who are the zombie sub-set that really needs to become more dangerous). --'''<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>''' 13:24, 22 June 2013 (BST)
#'''Kill''' - Zombies already have a mob advantage, it's the fact that each additional zombie brings 50 AP to a siege. {{User:Supereviloverlord/sig}} 14:44, 22 June 2013 (BST)
 
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Revision as of 02:34, 28 June 2013

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