Suggestion:20130622 Ruined Buildings Not Visible From Inside Other Buildings: Difference between revisions
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# This would likely ruin free running as a person could easily end up at street level unexpectedly and without enough AP to get to an entry point. Might be salvageable if a skill were added under Free Running that warns of attempts to run into ruins. Aside: Claim that it provides incentive to power buildings that shouldn't be powered neglects fact that ruined buildings can have generators. {{User:Supereviloverlord/sig}} 08:28, 26 June 2013 (BST) | # This would likely ruin free running as a person could easily end up at street level unexpectedly and without enough AP to get to an entry point. Might be salvageable if a skill were added under Free Running that warns of attempts to run into ruins. Aside: Claim that it provides incentive to power buildings that shouldn't be powered neglects fact that ruined buildings can have generators. {{User:Supereviloverlord/sig}} 08:28, 26 June 2013 (BST) | ||
#I simply think that it would be fairer, if ruins didn't show up from inside adjacent buildings (at least for a few hours 6 or 12 would probably be sufficent), but if a survivor tries to freerun into a ruined building they would fail to move, and get a message saying " | #I simply think that it would be fairer, if ruins didn't show up from inside adjacent buildings (at least for a few hours 6 or 12 would probably be sufficent), but if a survivor tries to freerun into a ruined building they would fail to move, and get a message saying "xxxxxx building is ruined, are you sure you want to attempt to jump there?", and get the option to move anyway (risking a fall, which may be necessary from a building surrounded by ruins) <small>-- [[User:Boxy|boxy]] 12:42, 26 June 2013 (BST)</small> | ||
'''Spam/Dupe Votes''' | '''Spam/Dupe Votes''' |
Revision as of 11:44, 26 June 2013
20130622 Ruined Buildings Not Visible From Inside Other Buildings
Swiers 18:08, 22 June 2013 (BST)
Suggestion type
map display change
Suggestion scope
ruined buildings
Suggestion description
Currently ruined buildings show as being dark on the map, which immediately alerts survivors holed up in neighboring EHB's to come over and administer some headshots. It conveys information about local zombie activity much more effectively than a radio, sparypaint, or talking does, and makes it easy to sweep an area for zombie threats using free-running, without ever going outside, making entry points a non-issue.
My suggestion is that when you are inside a building, you would not be able to see the ruined / intact status of other buildings. You would either need to be outside (on the streets) in the same or an adjacent block, or inside the building (including the same large building, so its possible to detect if one part of a mall is ruined from inside another part of the mall) to see if a building is ruined.
And yes, this would have the effect that free-running would carry the risk that you could un-knowingly free-run into a ruined building. If the tiny amount of damage this might cause as a risk you can't take, you could go outside to the street before moving. To reflect this fact, when inside, neighboring buildings would be given a new styling that was different from both ruined and intact buildings, to visually indicate that the status is unknown.
Also worth noting is that it could still be seen if a neighboring building is powered, which is a good indicator that it is likely intact; this could provide a new purpose to powering buildings that otherwise don't benefit much from having a generator.
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- author vote. Been a long time since I made a suggestion... and probably nearly as long since any changes were implemented, but I think this would be a good one, especially given the current low population of the city. Swiers 18:11, 22 June 2013 (BST)
- I read the suggestion, and in my head I said, "Yeah, Okay." So here's a keep vote. -- AHLGTG THE END IS NIGH! 19:16, 22 June 2013 (BST)
Kill Votes
- This would likely ruin free running as a person could easily end up at street level unexpectedly and without enough AP to get to an entry point. Might be salvageable if a skill were added under Free Running that warns of attempts to run into ruins. Aside: Claim that it provides incentive to power buildings that shouldn't be powered neglects fact that ruined buildings can have generators. Supereviloverlord Talk Contrib NWO 08:28, 26 June 2013 (BST)
- I simply think that it would be fairer, if ruins didn't show up from inside adjacent buildings (at least for a few hours 6 or 12 would probably be sufficent), but if a survivor tries to freerun into a ruined building they would fail to move, and get a message saying "xxxxxx building is ruined, are you sure you want to attempt to jump there?", and get the option to move anyway (risking a fall, which may be necessary from a building surrounded by ruins) -- boxy 12:42, 26 June 2013 (BST)
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