Suggestion:20060712 Chunks for Syringe Manufacture
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Closed |
This suggestion has finished voting and has been moved to Peer Reviewed. |
Chunks! v2
Timestamp: | 19:07, 12 July 2006 (BST) |
Type: | Item use |
Scope: | Scientists |
Description: | Summary: Scientists can speed syringe manufacture by tossing in zombie tissue extracted with the knife.
Mechanics: When fighting a zombie with the knife, a survivor has a 65% chance with each successful hit to collect a chunk of flesh from the zed. Once collected, this shows as "tissue sample" in inventory. Each sample takes up 1 inventory space, and can be dropped as normal. Clicking on the object does nothing. However, when the player goes to Manufacture Syringe in a powered NecroTech building, 1 tissue sample will be automatically "used up" in the process and added to the revivification formula. As the dna and tissue in the sample replace some of the resources needed to produce the fluid, the AP cost of the manufacture is reduced by 5 AP, making it 15 AP total. As collecting a sample takes on average 4 AP, the AP savings will technically be about 1 for each sample collected. Might not quite justify a dedicated "harvest run," but if your scientist is combat-oriented anyway (and some are!), you could throw in a few knife slashes and reap the 5 AP reward later. It seems like a small but not overpowered incentive for scientists to get outside and start swinging steel. The revive AP cost is completely unaffected, and would still be 10 AP. Only the manufacture cost is reduced, and even then not so much as to make it as efficient as searching for syringes. |
Votes
- Keep - This was pretty well-received earlier (more than 50% keeps) but needed some changes. This would give the knife and knife skill an interesting new purpose, and just makes for good, gory fun. --Ember MBR 19:07, 12 July 2006 (BST)
- Keep - I like It A LOT! --Canuhearmenow 19:10, 12 July 2006 (BST)
- Keep - This is just an inspired idea. I don't see how it could hurt at all, and it may be a reason for a new knife skill as well. --Rozozag 19:21, 12 July 2006 (BST)
- Keep - I doubt I'll ever use it, but it sounds good and balanced. Adds a new way to play, so it gets a keep. --Burgan 19:35, 12 July 2006 (BST)
- Kill - I liked the previous version more: 15 AP to manufacture a syringe is too much, its around twice the AP to find one in a powered Necrotech. This won't be used, EVER, i rather kill zombies with an axe and later i wuold have save even more AP to search for syringes. --Matthew Fahrenheit YRC | T | W! 19:43, 12 July 2006 (BST)
- Keep - Love it. Calling it a "Tissue Sample" makes it sound a little less silly, and again, I like that it grants some benefit to players with a less specialized style of play. Since the harvesting will be easier, the lessened AP bonus works well also. Great! --Rgon 20:22, 12 July 2006 (BST)
- Keep - Eh sure, why not? --Mookiemookie 20:26, 12 July 2006 (BST)
- Keep - Whenever I see the word "chunks", I immediately think of vomit, so thank you for that image Mr. Ember. I do like this idea a lot, but "tissue sample", please. –Xoid 20:43, 12 July 2006 (BST)
- Keep - Nice Idea. --John Z. Delorean 20:53, 12 July 2006 (BST)
- Keep - When I see chunks I think cookies, but that's besides the point. Anything that lowers AP cost for revives is good with me. And please, Tissue Sample is a much better name. --Paradox244 21:01, 12 July 2006 (BST)
- Keep Perfect. Rheingold 21:16, 12 July 2006 (BST)
- Keep - Sweet chunky goodness. --Jimbo Bob ASS•U! 22:09, 12 July 2006 (BST)
- Keep - I liked the first one...this is even better! Jonny12 W! 22:17, 12 July 2006 (BST)
- Keep - Small enough so that if balance becomes a problem, other factors can be changed easily, and enough flavor to be worth bothering with in the first place :) --McArrowni 23:23, 12 July 2006 (BST)
- Keep - I would like a different percentage chance to get your chunk, but only because 65% seems somewhat arbitrary --Gene Splicer 23:40, 12 July 2006 (BST)
- Re - It has to do with the average AP needed to collect a sample. 4 x (knife hit rate of 40%) x 65% = 1.04. Spend 4 AP in combat with a weaker weapon (that happens to cut tissue chunks with excellent precision), save 5 AP in manufacture. --Ember MBR 23:48, 12 July 2006 (BST)
- Re - That makes sense... I've also just realised why I like this idea so much. I just started replaying System Shock 2 --Gene Splicer 00:05, 13 July 2006 (BST)
- Re - It has to do with the average AP needed to collect a sample. 4 x (knife hit rate of 40%) x 65% = 1.04. Spend 4 AP in combat with a weaker weapon (that happens to cut tissue chunks with excellent precision), save 5 AP in manufacture. --Ember MBR 23:48, 12 July 2006 (BST)
- Keep - YES!, good improvements, good job. --Kiltric 02:52, 13 July 2006 (BST)
- Keep Glad you stuck with tissue samples. --Jon Pyre 03:04, 13 July 2006 (BST)
- Keep Cool, you used my suggested changes.--Pesatyel 03:50, 13 July 2006 (BST)
- Kill - I ruined your unanimous Keeps... haha... the chances of finding a syringe is close to 10% already, so the 20 AP cost is already ridiculous. This just complicates things. --
talk 05:15, 13 July 2006 (BST)
- Keep - This is more reasonable, and it would bring scientists outside during mall sieges, giving zombies a chance to take them out. –Bob Hammero Mod•T•P! 23:12, 13 July 2006 (BST)
- Kill - Sorry but, like you said, combat orientated science crew. With 150xp per combat skill, and Lab at 75xp, most would rather search or make a syringe then get dangle themselves in front of a zed with a knife. --Rubix41 25th July 20:41 (GMT)