Suggestion:20070625 Solar Panels

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20070625 SUGGESTION NAME

EchelonThree 13:13, 25 June 2007 (BST)

Suggestion type
Item

Suggestion scope
Generator

Suggestion description
This idea of solar panels has not really been brought up yet, so here goes.

The solar panel is not a generator itself, it's a method to make a generator's fuel last longer, by augmenting the electricity supply, it will let the generator use less fuel.

Multiple panels can be set up to provide a building with even more power.

To balance this "super-long-lasting fuel" generator as it may seem, the amount of power that each panel provides could be about only 5% of a building's power requirements, so if there's 1 panel set up, the generator will only have to use 95% of it's fuel per hour, if there are 2 panels set up, then the generator can run on 90% fuel, right up to either 20 panels, by which the building will be self sufficient, or 10 panels, which will allow the generator to last twice as long, whichever seems more balanced.

Of course, if the generator is out of fuel and the panels cannot generate enough power, then the lights will go off

Also, to avoid giving too much of an advantage to survivors, solar panels aren't exactly inconspicuous, so panels will be noticeable by zombies at a longer distance, maybe in a 2 block radius instead of 1 block radius. These will attract zeds to lay siege to said building.

Additionally, panels will be much more fragile than generators, and can be attacked from the outside with ranged weapons if the building is not a tall building.

Finally, as a last downside to using panels compared to a generator is that they give no xp to survivors when destroyed, but 10 xp to Zombies when destroyed by them, making buildings with panels an even bigger target for zombies.

Of course, this would make relatively safe areas good places to set up panels, but then again, "safe" is pretty subjective.

I'm not too sure, but maybe panels installed on tall buildings such as NT buildings could be impervious to external damage.

I know it's a tad unrealistic as solar panels go, though.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

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

  1. encouraging keep - although there are problems. try to run it through the Talk:Suggestions --Duke GarlandTLCD SSZ 17:43, 25 June 2007 (BST)
  2. Needs Work, but Keep- It isn't finished, as there are no mention of find percentages or where such panels would be found, but the idea is a good one. As above, take to talk.--Grigori 17:49, 25 June 2007 (BST)
  3. Work Yeah, good idea so far. Keep working on it. --Secruss 18:40, 25 June 2007 (BST)
  4. Keep with change- I like the idea but along with adding in find odds maybe have them work at full power on tall buildings or large area places like malls, forts and NT locales? Smaller buildings might not get enough sun to power them fully. Just my two cents on how to help you.--Dragon fang 23:03, 25 June 2007 (BST)
  5. Modify - Gonna vote once on my own, maybe I should balance it up a bit more... see the talk page. -- EchelonThree 09:29, 26 June 2007 (BST)
  6. Pimp your suggestion -There's a light of hope in it. By the way the maximum save should be 50% or even less because there is daylight available only 50% of the day. --Murhapuro 11:38, 27 June 2007 (BST)

Kill Votes

  1. Kill - Not needed, not flavorful, pointless, problematic, etc. --karek 13:19, 25 June 2007 (BST)
  2. Kill - It's a zombie apocalypse, generators are more in genre -- boxy T L ZS Nuts2U DA 13:43, 25 June 2007 (BST)
  3. Not completely unsalvagable Got potential.... Move it to talk.--Seventythree 13:57, 25 June 2007 (BST)
  4. Kill Where on earth would you just happen to "find" enough solar panels in Malton to power the whole city? It's bad enough we have infinite stocks of ammo and syringes, but at least those things would already be there. --Magentaine 17:26, 25 June 2007 (BST)
  5. You gots to fix it! - Could be something here. Talkity page. --  AHLGTG THE END IS NIGH! 19:06, 25 June 2007 (BST)
  6. Kill - Revise it on Discussion or Talk:Suggestion pages --Ryiis 20:48, 25 June 2007 (BST)
  7. Killl - Not a bad idea, but as everyone else said, it needs work. Like limiting the number of panels to ten.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 21:46, 25 June 2007 (BST)
  8. Kill - As above. --Sonofagun18 00:27, 26 June 2007 (BST)
  9. Totally Workable - I like the idea, but we need a few more details (such as where they are found) before implementing something of THIS magnitude. --Bruce Torbaron 02:29, 26 June 2007 (BST)
  10. Needs work, but kill for now - Limit to 10, explain how/where they would be found, etc. Also, remember that the "seen from 2 block" thing doesn't make any sense considering in the game your direct line of sight is always only one block (unless you're using binoculars or something, but again, only survivors have those). Just give it some work and it should be great in the end. --Aguyuno 18:22, 26 June 2007 (BST)
  11. Kill - I'm holding out cold-fusion reactors. Seriously, Solar panels are very high tech and very fragile and not something you'd find during a zombie apoc. improv.Windmills would be far more realistic. Anyway the current mechanic works fine.-- Vista  +1  20:38, 28 June 2007 (BST)
  12. Somehow...I feel this nerfs gennies... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:37, 8 July 2007 (BST)

Spam/Dupe Votes

  1. Spam - not because I don't like the idea, but as a procedural point. Solar panels can and do kick ass in real life disaster zones, and it would be quite realistic that people in Malton would want to use them in the more long-standing safe houses. Unfortunately, they are nearly as rare as dodo eggs in most cities, and this suggestion says nothing about where they would be found. Also, it might be worth just thinking of "fuel cans" (and even "generators") as any bulky power source with a limited lifespan, and which requires multiple components and ongoing upkeep to function. Which, in a combat environment, is what a solar panel would amount to. ... 16:47, 25 June 2007 (BST)
    RE Care to continue this on the discussion part of the page Seb? I think this guy is onto something..... --Seventythree 18:53, 25 June 2007 (BST)
    RE - To the unsigned post: From your post, what exactly classifies the suggestion as spam? I suggest using the talk page. -- EchelonThree 09:17, 26 June 2007 (BST)
    Its spam because it lacks several major components that would need to be determined to implement the idea in the game- namey, where do you find pannels, and how much encumbrance do you incur picking one up? Both of which HAVE been adressed on the talk page.
    And this reply is not unsigned- just learn Morse code. ... 15:48, 26 June 2007 (BST)