Suggestion:20070831 Barbed Wire Fencing
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20070831 Barbed Wire Fencing
O'Sheehy 23:48, 31 August 2007 (BST)
Suggestion type
Item/Skill
Suggestion scope
Environment Changes
Suggestion description
Okay, I've read the other fencing ideas already, and mine is fairly different so don't just automatically group mine in with those.
I propose a new item to be added, called "Barbed Wire Spool", which can be found in warehouses, auto repair shops, and mall hardware stores (search percentage is arguable, because I'm not sure what would be totally fair). To use this item you would have to have the construction skill and a toolbox.
The encumbrance would be fairly high, say like 5-10%. The item would work as follows: When you click on it in your inventory a message would come up asking you something akin to "Where do you want to set up the fence?" and then a drop-down menu with the options North, South, East, West, Cancel. Cancel would obviously cancel the action, with no AP spent. Any of the other options would result in you setting up the fence on that side of the square that you are currently standing in (for example if you click North, the fence would be set up on the 'top' of the square, West would do the left side). Setting up the fence would cost 3 AP, and you would get a message like "You unspool the wire and set up the fence across the square." This would be represented on the map by a blue (or any other color) bold line, similar to the brown bold lines that represent fort walls. If you are standing in the square with a fence set up, the square description would include a sentence saying something like "A Barbed wire fence blocks the 'South' (or whichever side of the street". A square would be able to have up to all of the sides surronded by fences (no limits to fencing).
Essentially, these fences would act the same as the walls around forts (impassable), except they could be clipped by wire clippers. To even things out, a new skill would appear on the zombie tech tree as a subskill of Vigour Mortis, called something like "Tearing Claws" (lame name I know, but thats not the important part). This skill would enable zombies to rip through the fences (either automatically with one hit or by a certain percentage like normal combat, I'm not sure which would be better). Either wirecutting or ripping down the fence would remove it completely, and a message would appear saying something akin to "You cut/tear through the fence, rendering it useless".
It goes without saying that fences would be useless indoors and would not affect Free running.
The purpose of this idea is to add a new component to suburb/building defense. As you can build fences essentially wherever you want, you can build fences on the north side of every block in a long line, creating a 'wall'. Of course zombies and survivors could break through the wall, so it would require a level of maitenence (filling the 'gaps' in the 'wall'). It would also allow more territorial groups to make definitive borders around 'their' territory. It also adds more dramatic decisions to suburb defenses during a massive zombie attack; You can either set up fences around resource buildings and basically shut out low level survivors, or leave the buildings more exposed. Low level survivors may shop around to find wireclippers to gain acces to these buildings, which is another factor to consider. This would also be useful for some higher level independent survivors who could set up these fences around temporary safehouses. I would also like to add that this makes a stay over in especially hostile suburbs (for example, Ridleybank :) ) somewhat more feasible with enough people to set up a fence around a building.
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
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
- Keep - Um sorry Im not entirely sure of how to format this vote correctly. Anyone feel free to edit this or suggest how for me to fix it. Yeah, this is the author's vote. O'Sheehy 23:48, 31 August 2007 (BST)
- I fixed it for you. Just put a # in front of it, then do like i did to reply, by adding an indent using : after it. Just remember to put one more in than the person you are responding to as this makes it easier to follow who is responding to who. --The Grimch Sysop-U! 00:11, 1 September 2007 (BST)
- change - Good suggestion, but should only be able to patch up junkyards. No new skills. =doc crook 00:12, 1 September 2007 (BST)
Kill Votes
- Kill - Just another way to waste AP without achieving much at all. A survivor would be much better off just putting another level on their barricades than setting up a fence that zombies can just smash through anyway. And yet another essential item in the inventory. Every survivor would need to carry a set of wirecutters instead of having space for another FAK or ammo clip. And then there's the newbies, zombies who cant get where they want to, and survivors who haven't yet been able to find wirecutters, are the only ones this would keep out The preceding signed comment was added by boxy (talk • contribs) at 00:49 1 September 2007 (BST)
- Change - After reading this twice, i have decided i like the basic idea. Doesnt touch the junkyard fences, which is good. Does give a use for wirecutters, but i would suggest that you upgrade it to remove the greif factor of corraling newbie zombies. They wont be able to smash through. Perhaps a 25% chance for an unskilled zombie to break them, and maybe the same percentages for new humans with axes and other weapons. (You will need to resubmit the skill though to make the change). Also provides more lovely chaos to the world, which is always a good thing, yet it isnt really terribly overpowered. --The Grimch Sysop-U! 00:26, 1 September 2007 (BST)
- Fairly certain this is a dupe, but I don't have the time to look it up. Thing is, what is the net effect? I spend 3 AP to set up and some guy with wirecutters uses 1 AP to tear down or a zombie (with the skill) 1 AP to tear down. This really just hurts newbies, doesn't it?--Pesatyel 04:59, 1 September 2007 (BST)
- Kill - We don't need another from of barricade, the barricades we have now are fine and, besides, there's alot of grief potental. --Sonofagun18 06:05, 1 September 2007 (BST)
- Change - Concur with Grim_s or Last_Ranger - would make the game more interesting but needs a bit more work. --Pgunn 07:04, 1 September 2007 (BST)
- Kill - Overpowered and underpowered at the same time. Needs more work. Take it to Talk:Suggestions. --Midianian|T|T:S|C:RCS| 10:30, 1 September 2007 (BST)
- Kill - though as below, it might have some worth if it removed HP to move through. What that would mean is that zombies attacking from the outside would be weakened, but once they got in and ruined it, anyone trying to freerun would lose HP falling onto the block until it was cut. Minor inconvenience in small doses, no man's land in large doses (imagine Extinction using the NTJ to string it all over the Northwest). So I think with some more work it could be balanced and tactical, it's just not good at present.--Insomniac By Choice 10:51, 1 September 2007 (BST)
- Kill - because of the potential to trap newbies and people without wirecutters. --Toejam A 10:56, 1 September 2007 (BST)
- Kill - No because of the griefing potential e.g. walling off revive points.
- Kill I see it now... Someone logs in only to find that it is IMPOSSIBLE TO MOVE. --Secruss 03:09, 2 September 2007 (BST)
- Kill -has some design problems. see Grim s.-- Vista +1 13:04, 4 September 2007 (BST)
- Change - Make it so survivors spend 2 AP and 5 HP jumping them, and zombies 2 HP and 3 AP. That counts as a move. BoboTalkClown 23:53, 4 September 2007 (BST)
- Killingmanjaro - I will not have Nexus war in this game! JD 02:30, 15 September 2007 (BST)
Spam/Dupe Votes
- Spam - massive griefing potential. If someone doesn't have wirecutters (almost no-one does, they are totally useless at present) or the zombie wire-rending skill, this ability could effectively imprison them indefinitely. It's good to see a suggestion with so much detail in though, the idea might work if it's adjusted somewhat. If you want to develop the suggestion, Talk:Suggestions is the perfect place -- Pavluk 00:17, 1 September 2007 (BST)
- Spam - I kind of agree with Pavluk, although in my experience factions will set up their own counter griefing tactics to remove fences. My problem is that with the high traffic through areas, it seems likely that players will need to be replacing destroyed fences permenantly. What about allowing players without the skill the ability to pass through, but with an AP/HP loss? I also like the idea, and I'd be up for helping refine it, but it needs a few more modifications.-- Last_Ranger 00:17, 1 September 2007 (BST)
- Spam - Yeah, fencing in newbies would make the game unplayable for them. Also, this isn't really how barbed wire works in combat. The idea is not for it to halt the enemy, but to slow them down, so they bunch up in a nice line in front of you and become easy targets. --Steakfish 03:30, 1 September 2007 (BST)
- Spam - Noooooo. --Sonny Corleone RRF DORIS CRF pr0n 04:09, 1 September 2007 (BST)
- Spam Clearly overpowered. No. Just no. --User:Axe27/Sig 05:06, 1 September 2007 (BST)
- Spam - As above. And if it wasn't spam, it would be incomplete (figure out all the numbers before submitting it!). --Saluton 05:18, 1 September 2007 (BST)
- Spam - See above. And, I'd rather see junkyards lockable looong before this... --WanYao 23:42, 1 September 2007 (BST)
- Screw it. I'm not giving a reason for the rest of my votes in this spree.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 17:26, 9 September 2007 (BST)
- Read above votes. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:53, 11 September 2007 (BST)