Suggestion:20080229 Revised Factory Skill Set

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20080229 Revised Factory Skill Set

Kaysakado 21:31, 29 February 2008 (UTC)

Suggestion type
A skill set under the "Civilian" class.
Suggestion scope
Humans who buy the skill
Suggestion description
A factory skill set.

  • Assembly Line Worker: Can turn on the machines in a factory, and more importantly, can use them. See below for more info.
    • Advanced Assembly Line Worker: Can look inside a factory from the outside, (no, not x-ray vision...) can identify machines, and removes the 10% chance of defects when using a machine. Again, see below for more info.

Turning on machines
You can use 1 AP to turn on a machine in a powered factory. Once turned on, the stay that way until the power goes out or somebody attacks and destroys the machines(toolboxes can fix them). Once the power is back on or the machines are fixed, you have to spend another AP turning them on again.
Using the machines
If the machines are on, you can use them and create something for a certain amount of AP. How much AP depends on what you create, and what you create depends on what factory it is. 37.5% of the factories in Malton create GPS Units(15 AP), 37.5% create Mobile Phones(15 AP), 15% create Radios and Radio Transmitters(more info below, for both AP, and how this works), and 10% create generators(25 AP). Also, if you don't have the Advanced Assembly Line Worker skill, there's a 10% chance it'll have a defect.
Radios and Radio Transmitters
A radio costs 20 AP, while a radio transmitter costs 23 AP. When you go to use a machine, it'll give you a choice between the two.
Tying up some loose ends, and the flavor text
If youu have the Advanced Assembly Line Worker skill and you're standing outside of a factory, you can press a button saying "Look Inside" and this text shall appear, if it's not a radio factory:

Looking inside, you see a [insert name of object being created] machine.

If it is a radio factory, you get this:

Looking inside, you see a radio machine and an extension to the machine that also gives it transmitting capabilities.

If you're inside, and you have Advanced Assembly Line Worker, then under the building description and what-not, it says the following:

You recognize the machine as being a [insert name of object being created] machine.

If you click the button that lets you use the machine, and it's not a radio factory, then it says the following:

Judging by the complexity of the machine, it'll take [insert amount here] AP to create something from it. Would you like to use it?

If it's a radio factory and you don't have Advanced Assembly Line Worker, you get this:

Judging by the complexity of the machine, it'll take 20 AP to create something from it. There is also an extension to it, and if you use that as well, it'll take 23 AP. Would you like to use the machine, and if you do, would you like to use the extension?

Once you create the object, the following appears if it's not defected:

You place the newly created [object] in your inventory.

If defected, this appears:

You create a/an [object], but upon inspecting it, you realize that it has a defect, and you discard it as useless.

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 created the suggestion, I get a free vote. --Kaysakado 21:31, 29 February 2008 (UTC)
  2. Keep/change - I dont mean to keep nitpicking, but nothing should ever cost more than 20 AP to manufacture. I like the idea of factories creating different items, (although they should be more useful ones) but remember, syringes are the most valuable item in the game, and they cost 20 AP. Nothing else should surpass that. Overall it looks okay though.--Dr Doom86 22:06, 29 February 2008 (UTC)
    Re - Well, I guess some of the numbers can be changed, as it's mainly the concept that I'm suggesting. --Kaysakado 23:29, 29 February 2008 (UTC)
    Re - I do like the concept. It would be cool to manufacture generators. Nice idea!--Dr Doom86 04:19, 1 March 2008 (UTC)
  3. keep/Change - make it so there are fewer GPS and Mobile phone factories, maybe have some for low-tech items like crowbars and axes, and so that you can't see people inside--CorndogheroT-S-Z 00:32, 1 March 2008 (UTC)
    Re - You can't see people inside. --Kaysakado 17:40, 1 March 2008 (UTC)
  4. Keep - Much better--Jamie Cantwell3 04:23, 1 March 2008 (UTC)
  5. Keep - This is a neat idea! The AP required does balance things pretty well too. Personally, I'd rather creating things using factories only be available through a skill and have a 10% chance of defecting. Perhaps 10% chance of overloading the generator? Lots of possibilities here. I do agree with Secruss below that this does bend reality a bit, but not making ammo is necessary to keeping the game balanced. I'm in complete agreement with it requiring 25 AP to make a generator; any less would be very unbalancing. --FrozenFlame 06:00, 1 March 2008 (UTC)
  6. Change - It's in the wind. --Heretic144 03:37, 2 March 2008 (UTC)
  7. Keep beats the hell out of seaching though malls and getting all the other stuff you dont need - Daniel camburn 20:17, 2 March 2008 (UTC)
  8. keep the idea is pretty neat. Padfu-Zomfu 17:06, 8 March 2008 (UTC)

Kill Votes

  1. Extrapolate GPS Units and Mobile Phones? What about when one's inventory is full? What about axes, crowbars, and knives? And the rest of the melee family? Ammo? Guns? Kind of a limited factory if you ask me... (See discussion page) ----Secruss|Yak|Brahnz!|CGR|PKA|800px-Flag of the United States.svg.png|EMLN|Templates|RRF|RFTM|Crap|WHOZ|Evil3.gif|MU|GN|C2008|Chippy.gif|21:49, 29 February 2008 (UTC)
    Re - GPS Units and Mobile Phones: I'm pretty sure those aren't handmade in real life... Inventory being full: What happens if the inventory is full and you manufacture a syringe? I don't know, but whatever happens then is what would happen here. Axes, crowbars, and knives: I'm not sure those kind of things would be made in a factory, but maybe. Guns and ammo: Maybe.
  2. Incomplete- You never say whether it costs any AP to look inside the factory, nor whether barricade level affects this. Also it is x-ray vision, no matter what you say.Unsigned comment.  Billy Club Thorton  T!  RR  02:49, 1 March 2008 (UTC)
    Re - AP: I could've sworn I wrote it down... Well, if you have to press a button, it probably costs AP. Barricade Level: You can see if lights are on inside in a barricaded building, why not being able to see the type of machine inside. X-Ray vision:X-ray vision is letting you see the people inside the building. This doesn't let you see the people. =/ --Kaysakado 23:29, 29 February 2008 (UTC)
  3. kill/change - as per secruss: making low-tech items, or even ammo, is all much more plausible than manufacturing high-tech gadgetry. And who's setting up the production processes to make such complex stuff? where is the materiel coming from? etc etc.. And frankly, most factory work is unskilled labour... Now a machinist, or mechanic, or even an engineering skill... that does make sense to me as being able to actually fabricate create items... as opposed to a "skill" for being a production line robot... --WanYao 23:23, 29 February 2008 (UTC)
  4. Kill - Same reason I killed version 1: too confusing and current system is fine.  Billy Club Thorton  T!  RR  02:46, 1 March 2008 (UTC)
  5. Kill - Still a buff. Still unnecessary. Now massively overcomplicated. --The Hierophant 04:49, 1 March 2008 (UTC)
  6. Kill - As above. At least it is a new idea, though. I like that part of it. --Druuuuu OcTRR 05:22, 1 March 2008 (UTC)
  7. Kill - Unrealistic. Portable generators cannot power factory equipment. Not even worth thinking about balance if it's this unrealistic. --Pgunn 05:23, 1 March 2008 (UTC)
    Re - So, by your logic, zombies shouldn't be in the game since they're unrealistic? --Kaysakado 17:40, 1 March 2008 (UTC)
  8. Kill - Unrealistic and unnecessary.--Carnexhat 06:19, 1 March 2008 (UTC)
  9. Kill - Unnecessary and overly complex --Rick Best 12:28, 1 March 2008 (UTC)
  10. Kill - I am on a voting spree, but to make this vote valid, I'm in agreement with the above voters. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:10, 1 March 2008 (UTC)
  11. Kill - Did you log onto the wrong game? It looks like you are thinking about nexus war. We have nowhere near the amount of items, and items are plentiful, so there is no need for this. If you're going to respond to my post here, please show the need for this suggestion. Otherwise, embrace the Convict starting class. --Akule School's in session. 17:49, 1 March 2008 (UTC)
    Re - Why is it possible to manufacture syringes? Whatever that reason is, the reason for this is that. --Kaysakado 14:52, 2 March 2008 (UTC)
  12. Kill - this could be something i could get behind, but it needs alot of work--Scotw 19:27, 1 March 2008 (UTC)
  13. Discussion is a Must - Please take this to a discussion section of the Wiki and work it out a little more.--Private Mark 03:20, 2 March 2008 (UTC)
  14. Kill - As Heirophant - Headshot Hal 22:06, 2 March 2008 (UTC)
  15. Kill - As Heirophant and Akule.... and everyone else that voted kill.... especially axe hack :P --/~Rakuen~\Talk Domo.gif I Still Love Grim 23:09, 2 March 2008 (UTC)
  16. Kill- too complicated and unrealistic. Besides I used to work in a factory and I am not going to work in one ever again, especially in a game.--Airborne88 10:14, 3 March 2008 (UTC)
  17. Kill- It's a new idea, but it's still unneeded, unwanted, complicated, unlikely to be used, and I doubt anybody would really use soemthing like this.--Kolechovski 04:05, 5 March 2008 (UTC)
  18. Kill - over-complicated, and just like manufacturing syringes it will make more sense to just search in the right place. --Rocky Road 17:16, 9 March 2008 (UTC)

Spam/Dupe Votes