Suggestion talk:20081206 Glowstick: Difference between revisions

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{{User:Linkthewindow/Sig}} 10:22, 10 December 2008 (UTC)
{{User:Linkthewindow/Sig}} 10:22, 10 December 2008 (UTC)
Well, the first option I considered as, although it is a fuel-less generator, it doesn't offer nearly as much as an actual generator (radio operation, increased search rates, building repair, full accuracy) while still giving the negative effect (light visible from adjacent blocks). I was thinking they could last about 10 hours if used like this. --{{User:Blake Firedancer/sig}} 19:21, 10 December 2008 (UTC)

Revision as of 19:21, 10 December 2008

Solutions to the 'Light, Fight and Flight' problem

The main problem with this suggestion is that survivors can just use their last AP to leave, thus negating the negative effect of the glowsticks. I've been pondering a solution, and have thus come up with three possible methods:

Method 1

Glowsticks do not come seperately, they come in a pack. Using a pack means you scatter them around the area, lighting up the entire room.

Changes to current suggestion

  • + Encumberance would go up, possibly to around 12%
  • + +10% accuracy would apply to all people in the room
  • +/- Light would be visible from outside
  • - Possible griefing tool
  • - Glowsticks would be seen as an invulnerable generator that doesn't need fuel

Method 2

Whenever a person holding a glowstick leaves a room, everyone in the room would get a notice that they had left, and in what direction.

Changes to current suggestion

  • + Very little change to current suggestion
  • + Flight options would be limited
  • - Fleeing would still be possible
  • - Not overly obvious from outside if survivors are inside

Method 3

If trying to leave a dark building with zombies inside while holding a glowstick, the zombies could block your escape, as they would be attracted to the light.

Changes to current suggestion

  • + In-genre
  • +/- Doesn't hinder PKing
  • - People would whine that this doesn't happen more often

Discussion

It's good to see you taking these criticisms head on, and I'll now offer a response :)

  • Would Spam-it's practically a generator replacement (as you said,) and that it doesn't exactly solve the fleeing problem. The person flees, but the building remains lit. Also, how long would one of these last for?
  • Would Weak Kill-although it would be useful for a dead Pker (they could inform their friends, and lauch a speedy counter-Pk,) it doesn't really solve the problem. Zombies can't really act on this information, and people could easily fan out (how do you know someone doesn't go north, then east, then south-effectively making that information useless?)
  • Would Weak Kill-Although zombies would use it, Pkers and Bhers would still be able to flee quickly. I would also like to know what happens if they drop the glowstick, or if they can "sneak past" the zombie for an AP cost.

Admittedly, I show a bit of bias (I pushed for Portable Light Suggestions on Frequently Suggested after all,) but it's nice to see someone offering a response to criticisms. Thanks :).

Linkthewindow  Talk  10:22, 10 December 2008 (UTC)

Well, the first option I considered as, although it is a fuel-less generator, it doesn't offer nearly as much as an actual generator (radio operation, increased search rates, building repair, full accuracy) while still giving the negative effect (light visible from adjacent blocks). I was thinking they could last about 10 hours if used like this. --Blake Firedancer T E RNL? P.I.S.I.T. 19:21, 10 December 2008 (UTC)