Suggestion:20070827 Stockpiles

From The Urban Dead Wiki
Jump to navigationJump to search


Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Rejected.


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


20070827 Stockpiles

ShadowScope 19:25, 27 August 2007 (BST)

Suggestion type
Skill, Gameplay Change

Suggestion scope
Suriviors

Suggestion description
Suriviors want to have higher inventories. So, they finally did so.

What they did is simple. They now get to store stuff inside of Warehouses, with lots of boxes and rooms that can hold lots of stuff. Convenitonally, all Suriviors can place stuff within Warehouses, but each surivior can only have an limited amount of supply that can be stored within each Warehouse. A surivior can have mutliple Stockpiles though, and whenever he is in Warehouse Bank that has a Stockpile already filled with his stuff, it will appear as a seperate part of his inventory.

You need a skill "Stockpile", a Civilian Skill, in order to go and actually form Stockpiles in Warehouses. When you are in a Warehouse, you can go put something in a Stockpile for 1 AP, and to take something out, you spend 1 AP. The point? Save Endurance. Each Warehouse's Stockpile can hold 20% Endurance.

When a Warehouse is Ruined, all Stockpiles are conventionally smashed. This allows for zombies to defend against Stockpiles, by launching attacks on Warehouses. You cannot create Stockpiles until the Ruin is cleaned up.

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. Keep - I think this is great, Make it so you can pick up protable generators and radio transmitors YOU set up to. That way you don't have to find a new one when you set up one you already used.
  2. Keep- I like this one better than the others. Makes warehouses useful.--Grigori 20:10, 27 August 2007 (BST)
  3. Keep - Much better thought out, and written, than any of the other similar suggestions I've seen recently. --Saluton 21:36, 27 August 2007 (BST)
  4. Pwnflakes - This one is the best one yet! BoboTalkClown 21:44, 27 August 2007 (BST)
  5. Keep - this one i like. the others? not so much.--'BPTmz 22:26, 27 August 2007 (BST)
  6. Keep - This is balanced, not overpowered, and opens up a new strategie for zombies, risky tactic for humans, and gives a not so useful building a use. Basically, the perfect suggestion.--Wooty 22:30, 27 August 2007 (BST)
  7. Keep - Interesting. --The Hierophant 23:15, 27 August 2007 (BST)
  8. Keep - Good. --Private Mark 01:46, 28 August 2007 (BST)
  9. Keep - This one is much better than other crap about stockpiling. I suppose it's worth a minute of Kevan's time. -- John RubinT! ZG FER 09:02, 28 August 2007 (BST)
  10. Keep - Nice! And I have to say this isn't even overpowered like those other suggestions! I haven't seen lot of warehouses before, so every building isn't a stockpile. --Vortexx 14:00, 28 August 2007 (BST)
  11. Keep I like the idea of stockpiling. In fact I even suggested a stockpiling idea a long while ago. I think you should only be able to have stockpiles in one warehouse at a time though, to spare the server. Just make it so if you put stuff in a second warehouse when you go back to another one you get the message "Your items were stolen while you stored things elsewhere" --Jon Pyre 16:17, 28 August 2007 (BST)
  12. Keep Although I think inventory space should be reduced a bit to compensate. The total stockpile + inventory should be a bit higher that it is at the moment though.
  13. Simple enough. The only thing that might be better would be to make to cost more AP to put stuff and/or take stuff from the stockpile.--Pesatyel 02:37, 29 August 2007 (BST)
  14. Keep/Change - Limit the total number of Stockpiles to 200 per single Warehouse. (Stockpiles that are emptied out no longer count as being there; they just disappear.) This would put an Encumbrance limit (4000%) on each Warehouse, rather than letting it hold an unlimited amount of items across multiple players. Also allow any survivor who searches a Warehouse a 0.5% chance per each Stockpile in the building to find a random Stockpile, and be able to loot it. Perhaps once a Stockpile is maxed out a player could start another, as for each Stockpile they had they would have a greater chance of having one of their Stockpiles being looted. --Sara M 11:03, 29 August 2007 (BST)


Kill Votes

  1. Kill I don't exactly know why, but none of these stockpile suggestions ring true for me. I think It's the concept, you know? No offense.--Seventythree 21:59, 27 August 2007 (BST)
  2. Kill I've never really liked the stockpile ideas, not that they are bad ideas but its just that we need to make more necessary changes before this. also... shadow, you know that you can vote for keep right... --WOOT 23:06, 27 August 2007 (BST)
    I usually don't do vote Keep on my own suggestion on prinicple, since I don't have that much feelings concering my suggestion being so awesome or not. I only vote Keep when I feel that it is necessary to push something from Peer Reject to Peer Undecide or Peer Undecide to Peer Review.--ShadowScope 03:35, 28 August 2007 (BST)
  3. Kill Multiple stockpiles? Might overload the server. This would be Kevan's call completely. --Secruss 02:50, 28 August 2007 (BST)
  4. Kill - The problem with all stockpile suggestions is that they enhance Survivors' ability to store AP. Searching for ammo and reloading weapons is essentially storing AP for later use. This is one the advantages that Survivors have. Increasing this potential for stored AP would unbalance the game horribly. --Steakfish 03:17, 28 August 2007 (BST)
  5. Kill - The inventory is already big enough without additional stockpiles. --Midianian|T|T:S|C:RCS| 10:09, 28 August 2007 (BST)
  6. Kill - encumberance is there for a reason. A game-balancing reason. -- Pavluk 11:26, 28 August 2007 (BST)
  7. Kill - Enough stored AP, it was limited for a reason, game balance The preceding signed comment was added by boxy (talkcontribs) at 11:39 28 August 2007 (BST)
  8. Strong Kill - Enough with the stockpile suggestions. In a sense, all the resource buildings in Malton already have never ending stockpile of stuff in them. --Sonofagun18 11:46, 28 August 2007 (BST)
  9. Strong Kill - What everyone said, but especially Sonofagun18. Lissen, kids... enough of the passive-aggressive and very thinly vieled whinging about toolboxes, already! Adapt or die. --WanYao 18:11, 28 August 2007 (BST)
  10. Kill - The balance is skewed a bit towards zombies now, but this is no way to fix it. --Howard Bentley 20:49, 28 August 2007 (BST)
  11. Kill -better stockpile suggestions have been made.-- Vista  +1  12:27, 4 September 2007 (BST)

Spam/Dupe Votes

  1. I'm pretty sure we've seen at least 4 proposals about this in the last week, all of them likely still open to votes. I don't want to be trigger happy with this categorisation (especially when the duplicate is long-closed or people abuse "spam" to just mean "kill and btw I think I'm awesome"), but this suggestion is kind of redundant. Sorry. --Pgunn 19:43, 27 August 2007 (BST)
    Non author RE What the hell? So if I make a perfectly balanced rifle suggestion that everybody likes you'll spam it because noobs keep suggesting sniper rifles? Fuck no! The stockpile suggestions have flaws, so we need to fix those flaws, not kill the whole fucking idea because a few issues were brought up! We had about 30 fort body dump suggestions, it doesn't mean Kevan didn't implement them! It doesn't mean they're crap! Get your ass over to kill and provide a decent reason damn it.--Wooty 22:30, 27 August 2007 (BST) Non Author RE --Karekmaps?! 11:03, 28 August 2007 (BST)
  2. Spam - As Steakfish, except I believe it is gamebreaking to the point of being spammable. --Thelightguy 08:08, 28 August 2007 (BST)
  3. Spam - No such thing as a balanced or fair stockpile suggestion, it will always make survivors too strong to a point that searching, the only thing that even comes close to evening the AP imbalance over long periods of time, is ignored on some level, you could make a 90% efficient survivor. Also since you mentioned encumbrance Do not mess with encumbrance the stockpile suggestion is a way to ignore encumbrance which was put in place for a reason.--Karekmaps?! 11:03, 28 August 2007 (BST)
  4. Dupe - Seen it before -Downinflames 21:51, 2 September 2007 (BST)
  5. You didn't say anything about other survivors taking things from other people's stockpile, so I'm gonna have to spam this for trading reasons. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:04, 10 September 2007 (BST)