Suggestion:20080228 Factory Skill Set
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Revised | |
This suggestion has been withdrawn for revision, the new version is Suggestion:20080229 Revised Factory Skill Set. |
20080228 Factory Skill Set
Kaysakado 20:47, 28 February 2008 (UTC)
Suggestion type
Skill Tree.
Suggestion scope
Humans who buy the skill.
Suggestion description
Add a new skill set to the "Civilian" section of the human skills.
- Factory Worker: Increases search percentage in factories by 10%.
- Factory Manager: Allows you turn on and off the machines if the factory is powered. Of course, they turn off if the power goes out. If it runs out of power and then the power comes back on, the machines have to be turned on again.
- Assembly Line Worker: Allows you to manufacture Generators for 20 AP if the machines are turned on. There is a 10% chance the generator will be defected, in which case you simply discard it.
- Advanced Assembly Line Worker: Removes the 10% chance of defects.
Note: I will revise this suggestion with some of the things you guys have said in your votes, but please keep voting to tell me what you like and don't like about the suggestion for when I revise it.
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 - I can vote once on my own suggestions. --Kaysakado 20:49, 28 February 2008 (UTC)
- Keep/change- It's fine, but remove the factory manager bit.--Studoku 20:56, 28 February 2008 (UTC)
- Re - What about you don't have to be a manager to turn on the machines, but you have to spend an AP turning them on, and you do have to have the factory worker skill. --Kaysakado 00:13, 29 February 2008 (UTC)
- Re Re - That would be better but the turning on and off bit is still pointless anyway, particularly since there is no advantage to having the machines off.--Studoku 19:49, 29 February 2008 (UTC)
- Re - What about you don't have to be a manager to turn on the machines, but you have to spend an AP turning them on, and you do have to have the factory worker skill. --Kaysakado 00:13, 29 February 2008 (UTC)
- Keep/Change - I think its okay, but I agree with Studoku on the change part. Survivors need any extra help they can get. The game is becoming rediculously easy for zombies.--Dr Doom86 21:54, 28 February 2008 (UTC)
- Re - You annoying, ignorent survivor.... Play a zombie for more than a week before saying how easy it is for them, Survivor's have it WAAAY better off than zombies.... OH NO!!! ZOMBIES GOT A MINOR BOOST!!! THE HARMANS NO LONGER STAND A CHANCE!!! KEVAN WE NEED A SURVIVOR BOOST OR ELSE THE ZOMBIES WILL TAKE OVER THE GAME!!! God damn fucktards, the update was put in to balance the game, not give zeds a huge boost like you think it did. --/~Rakuen~\Talk I Still Love Grim 00:32, 29 February 2008 (UTC) Non author reply struck. Swiers 03:07, 29 February 2008 (UTC)
- Weak keep - Survivers can already make Syringe's; making Generator is a little much, but yes. Dr Doom86 is right, the game is becoming rediculously easy for zombies. My zed that I use, has helped take two buildings down within 50AP.--Jamie Cantwell3 23:20, 28 February 2008 (UTC)
- Keep - I like it because I'm a survivor who finds himself in factories. And hates zombies and their ilk! --Vandurn 23:54, 28 February 2008 (UTC)
- Keep - I like the idea as well, just with the change that certain factories make certain items. It would certainly make them much more valuable then they already are. --Garviel Loken 17:36 PST, 28 February 2008
- Keep - I have a Rotter/Pker lt and I agree the game is too easy for zombies right now. Survivors need a buff, and this is fairly modest. More generators->more zombie XP. Also,-/~Rakuen~\ your vote change is manipulation of the rules and should be struck. Thanks, asshole. --TerminalFailure 20:34, 28 February 2008 (EST)
- Keep - any non combat skill addition is an improvement. Why would you turn off machines though? Remove the chance of defective product, reduce the AP cost for advanced skill.--Cpt Masterson 18:55, 29 February 2008 (UTC)
Kill Votes
- Kill - I see too many powered buildings in this post apoc already. --Gregarious Instigator 20:53, 28 February 2008 (UTC)
SuRvIvOEr BuFf!!! - Survivors don't need a buff yet, especially one as stupid as this.... and There are already too many powered buildings like Gregarious said...--/~Rakuen~\Talk I Still Love Grim 21:51, 28 February 2008 (UTC)- Re - struck my vote as I want this to leave the table before the horde of dumbass, trenchie idiots get it to peer reviewed...--/~Rakuen~\Talk I Still Love Grim 00:36, 29 February 2008 (UTC)
- Kill - Close, but no cigar this time. Not generators, they're too usefull. Only way I could see making this work is if say, 30% of factories can make something useful when powered, with maybe different fatories producing different useful items. Maybe one of the skills could tell you what the factory can produce... you look round the deserted factory. You recognise one of the machines, It's used to make handheld radios. Anyway, enougth of my ramble.--SeventythreeTalk 22:29, 28 February 2008 (UTC)
- Re - That would be a good idea, but why would some factories not be able to produce something? Maybe something like a few factories create generators, while a lot create something more common, like radios. Problem is, there aren't many items in Urban Dead that look like they could be created by a factory. --Kaysakado 00:13, 29 February 2008 (UTC)
- Re - I'm pretty certain that someone skilled enougth could make a handheld radio if they had the parts. And yeah, sure have one or two generator making factories, but bear in mind that at least 70% of the factories would be either geared to making something utterly useless or broken beyond repair.--SeventythreeTalk 00:51, 29 February 2008 (UTC)
- Re - What about 4 types of factories: GPS Units, Mobile Phones, Radios, and Generators? 37.5% of the factories in Malton would manufacture GPSs, 37.5% would manufacture Mobile Phones, 15% would manufacture radios, and 10% would manufacture Generators. By the way, when you manufacture a radio, there would be a chance that you make a transmitter instead, so that's why the percentage is 15%. --Kaysakado 01:20, 29 February 2008 (UTC)
Only two replies are allowed per vote, please continue in discussion. --Aeon17x 01:24, 29 February 2008 (UTC)
- Re - What about 4 types of factories: GPS Units, Mobile Phones, Radios, and Generators? 37.5% of the factories in Malton would manufacture GPSs, 37.5% would manufacture Mobile Phones, 15% would manufacture radios, and 10% would manufacture Generators. By the way, when you manufacture a radio, there would be a chance that you make a transmitter instead, so that's why the percentage is 15%. --Kaysakado 01:20, 29 February 2008 (UTC)
- Re - I'm pretty certain that someone skilled enougth could make a handheld radio if they had the parts. And yeah, sure have one or two generator making factories, but bear in mind that at least 70% of the factories would be either geared to making something utterly useless or broken beyond repair.--SeventythreeTalk 00:51, 29 February 2008 (UTC)
- Re - That would be a good idea, but why would some factories not be able to produce something? Maybe something like a few factories create generators, while a lot create something more common, like radios. Problem is, there aren't many items in Urban Dead that look like they could be created by a factory. --Kaysakado 00:13, 29 February 2008 (UTC)
- Incomplete- Not even a complete suggestion by your own admission, take to discussion before a vote. -- BKM 01:41, 29 February 2008 (UTC)
- Re - I didn't add that until after I suggested it and people had a lot of ideas for changes. --Kaysakado 20:21, 29 February 2008 (UTC)
- Kill - not really that bad (20 AP is more than it takes to search up a generator in a powered factory) but just to damn complex and not interesting. 4 skills just to make it so people can auto-find a generator in a place that already has them? Yawn. How about instead, one skill that lets you turn a powered factory into an improvised power station (using an old truck motor and a big electric motor to make an improvised super- generator) that powers any adjacent building as long as somebody with the skill is present in both buildings (to monitor the jury-rigged system)? That may be broken, but at least is is interesting, and worth adding skills for. Swiers 03:17, 29 February 2008 (UTC)
- Kill- I would've told you to remove all but the Factory Worker skill as a Keep/Change, but that'd be too much of a change to be a Keep vote.--Rofl. 03:33, 29 February 2008 (UTC)
- Kill - As much as I support workers seizing the means of production, I just cannot get behind this. It is interesting, but as stated before, it is too complex for too little benefit. Billy Club Thorton T! RR 04:44, 29 February 2008 (UTC)
- Kill - HOW DO I MINE FOR FISH ???!!!?11!!/!?!/! --People's Commissar Hagnat [cloned] [mod] 13:41, 29 February 2008 (UTC)
- Kill - I don't think it's really necessary, and it would make generators too easy to come by. - Headshot Hal 14:27, 29 February 2008 (UTC)
- Kill - No! #1 Overcomplicated #2 Overpowered #3 Mediocre Flavor --UCFSD 16:57, 29 February 2008 (UTC)
- Kill - The idea is presented well, but I don't think many people would want the skill, because generators are easy enough to find, and the flavor is very "blah". --Z. slay3rT 17:41, 29 February 2008 (UTC)
- Kill - Four skills for a FACTORY? Malls are the most popular buildings in the game and they only have two! NTs only have three, and they are essantal to the plot. --BoboTalkClown 20:06, 29 February 2008 (UTC)
Spam/Dupe Votes
- Spam - Holy fucking shit! Talk about a massively overpowered buff to survivors. --The Hierophant 22:50, 28 February 2008 (UTC)
- Spam - Syringe manufacture takes WAY less effort than generator production. Not to mention a portable generator by itself won't provide enough power to produce more portable generators. --Aeon17x 23:55, 28 February 2008 (UTC)
- Spam - The Hierophant, I think I'm in love with you...--/~Rakuen~\Talk I Still Love Grim 00:36, 29 February 2008 (UTC)
- Spam – Not only broken, but boring. In a zombie apocalypse, the last thing I'd want to do is get a new job working in a factory, especially if I can just loot the exact same merchandise from a nearby mall which is permanently in stock... ᚱᛁᚹᛖᚾᚨᚾᛏ 03:54, 29 February 2008 (UTC)
- Spam - I just assume this already goes on. I mean, there's no way, after all this time, that there's anything left in the malls, right? So, behind the scenes, in role-play land, there must be a production or black market of some kind going on. At the very least, the city would be out of ammo by now. --Funt Solo QT 09:07, 29 February 2008 (UTC)
- Spam - I only vote spam when I mean it ... And I mean it. Overpowered as all hell, and the idea of a factory worker class ... of even just buffing factories to be like NTs ... sorry ... no. --WanYao 09:35, 29 February 2008 (UTC)
- Spam - As Aeon17x. --Midianian|T|T:S|C:RCS| 12:56, 29 February 2008 (UTC)
- spam - The ability to turn it on and off ruined it for me. -doc crook 13:37, 29 February 2008 (UTC)
- Spam - Way way way overpowered, humans can already search and find generators in a factory for less AP anyway. Acoustic Pie 14:18, 29 February 2008 (UTC)