Suggestion:20070919 Mini Fort
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This suggestion was voted as spam and closed for voting, with 1 keep, 11 kill, and 4 spam votes. |
20070919 Mini Fort
Zach016 01:54, 19 September 2007 (BST)
Suggestion type
New Skill
Suggestion scope
Survivour class, higher to build, lower to enter
Suggestion description
This may very well get shot down, and balancing may be an issue but here goes.
my suggestion is to add a new skill under construction called Adv. construction to keep it simple.
using this skill, you can build a somewhat mini fort, but of course their is guidlelines that go along with this:
1. it has to be within a four square area
2. This four square area MUST be made up of a car park, street or wasteland (combination of these does not matter) and 1 building to build off of. (their are several areas like this i believe)
3. Barricade level cannot exceed strongly (or less, it can be changed)
What do i mean by a mini fort: well this would be a four square area which basicly becomes like a mall in sorts (where zed's have to break through barricades throughout a four square area) but also like a church as their are no doors, except in the one building. After building we are going to pretend that the survivours would do the sensible thing and stock it up so pistols, pistol clips, radio's and flak jackets can be found (and a bit of beer of course). These areas can be powered with the assoiated search bonus (you can set up lights outdoors) and any mobile phone masts would go on the building. if it could be implemented, items could be brought to this mini fort and then survivours could "store" them there, with a very low search rate.
purpose: lets survivours build their own little base, is kind-of a spin of the outside barricade idea's, give a place that groups could set up for themselves and store items that they would want to be able to find later, any survivours would have access to these due to the lower barricade level giving them places to go.
any suggestions are welcome
Voting Section
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The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote. |
Keep Votes
- Keep - Author's Keep Vote--Zach016 02:00, 19 September 2007 (BST)
Kill Votes
- Kill - I don't think UD is ready for terraforming of this level yet. Kevan has said that he'll eventually introduce such things - would prefer we not entertain outside suggestions until then.. --Pgunn 02:29, 19 September 2007 (BST)
- Kill As Pgunn, and I believe most suggestions of barricading in a street get shot down quickly. Glenstone 02:40, 19 September 2007 (BST)
- Re. this isn't just a barricade anywhere idea, and do remember i said the storing of items would be an only if it can be implemented , don't exactly vote on that part unless it can be as it's in the air--Zach016 02:56, 19 September 2007 (BST)
- kill Good Suggestion needs some work.. The whole Searching thing in this suggestion makes it no so good. Im all for making street Barricades... I mean hell you could take sandbags and mortar and make a barricade in the street to stop hold back zeds but there should be no searching involved--Johnny Reb 04:02, 19 September 2007 (BST)
- Re. Searching? there are probably (i can check) at least one spot in each suburb, two or more in others where this can be done.--Zach016 12:07, 19 September 2007 (BST)
- by searching I mean the whole storage thing. only place that should store stuff is your inventory nothing else --Johnny Reb 13:03, 19 September 2007 (BST)
- Re: i'll go over this once again, it doesn't store items that you can just come back and pick up off the bat, it's makes them findable within the building, at a very low rate, for everyone, so it's can't be abused as it's open, adding more of the same item does NOT boost the search rate and were talking around a 0.5 percent chance to find or less, meaning alot of searching just to get that item back again, glad if this clarifies it though, it's really more a group use thing who will use it for a long time then just a random player who's passing by as it would probably be a waste of time for them--Zach016 00:41, 20 September 2007 (BST)
- Re. Searching? there are probably (i can check) at least one spot in each suburb, two or more in others where this can be done.--Zach016 12:07, 19 September 2007 (BST)
- Kill - As Pgunn.-- AHLGTG THE END IS NIGH! 04:09, 19 September 2007 (BST)
- kill - nope to terraforming. --WanYao 07:12, 19 September 2007 (BST)
- Kill - As above. --Sonofagun18 07:49, 19 September 2007 (BST)
- Kill - See above--Seventythree 07:58, 19 September 2007 (BST)
- Kill - As Pgunn --~~~~ [talk] 08:55, 19 September 2007 (BST)
- If Kevan DID say he would "introduce such things" then there is no harm in making such suggestions. This just needs a lot more work.--Pesatyel 09:06, 19 September 2007 (BST)
- Re: then would you like to make a suggestion? not to be rude, im all for improving this--Zach016 00:41, 20 September 2007 (BST)
- Kill - This needs work. I especially don't like the 'storage' idea, sounds far too open to alt-abuse. Take it to Talk:Suggestions. --Pavluk A! E! 10:29, 19 September 2007 (BST)
- Re. These items woulden't be able to be just picked up again, it would just make them searchable, and would go anyway once it is destroyed, makeing them have to be re-found for the next time, it's more of a stocking the place kinda thing, but because you are doing it manuly (meaning there woulden't be many) it has a very low search rate--Zach016 12:07, 19 September 2007 (BST)
- Kill - Pretty much a quick-dry concrete bunker, really. I don't think the game would be ready for this.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 19:58, 19 September 2007 (BST)
- Re: this woulden't be implemented tomorrow, if it sits around for a year, there's no change or harm until it the game is ready --Zach016 00:41, 20 September 2007 (BST)
- Kill - No harm in making suggestions. I just dislike this one. BoboTalkClown 21:13, 19 September 2007 (BST)
Spam/Dupe Votes
- Spam FGSFDS --Sonny Corleone RRF DORIS CRF pr0n 02:56, 19 September 2007 (BST)
- Spam - As Sonny. -- John RubinT! ZG 10:25, 19 September 2007 (BST)
- Spam - Make up your mind about what is and isn't included in the suggestion.--Karekmaps?! 10:36, 19 September 2007 (BST)
- Re: i did make up my mind, i just meant to be open about the searching part and to not base your vote just becasue of that, because the type of way it would work may be hard to implement--Zach016 00:41, 20 September 2007 (BST)
it's to not base your whole vote on it, as some people probably did--Zach016 02:12, 20 September 2007 (BST)
- Spam - This will never, ever be feasible. Zeds aren't in the "power position" anyway. --Karlsbad 22:51, 19 September 2007 (BST)
- this isn't meant to be a power house building--Zach016 00:41, 20 September 2007 (BST)
- Spam - This is a pretty big, unbalancing suggestion. --Steakfish 23:07, 19 September 2007 (BST)
- Re: actually this is just like adding a new type of building to each suburb, that can disappear and reapear as survivours rebuild, it's barricades are lower, your restricted to about one of these per suburb (reason for the one building being required), the items you can find can be changed (im talking no pistols or even anything), this would actually be the hardest to defend building and to sum it up why
- 1. barricades are lower
- 2. no inner barricades, like malls used to be, so once one spot is breached...
- 3. once destroyed the items placed inside would have to be re-put inside just to be found again, at a very low search rate
- but it does give a place any low level survivour will be able to hide out in, and those without free-running access to weapons, instead of blocks of over barricading (i was without bullets for half a month due to this in my earlier stages)--Zach016 00:41, 20 September 2007 (BST)