Suggestion:20080529 Kill the Lights!

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20080529 Kill the Lights!

User:Tarumigan Gistarai

Layout fixed by Cheese

Suggestion type
Building change

Suggestion scope
Survivors

Suggestion description
Kill the Lights Suggestion

I have often been forced to destroy an operational generator in my safehouse. The reason that I most often do so is because there are zombies in the area and I have no wish to draw them to my location. Lights practically scream, "Humans inside!".

So I began thinking, "This IS a building with light switches, right? Couldn't I just turn the lights on and off? Or, failing this, couldn't I disconnect the generator to cut power without actually destroying the generator?

This suggestion would create an option or button for "Light Switch" or some such control that is only operational when a building has a fueled, active generator inside. This would allow survivors to turn the lights off and on as necessary. If the lights are turned off, then all normal penalties apply (such as penalties to search rates).

Incidentally, I am aware that I am a little off template here, but the thing did not format as it should have. If someone can sort this into a proper template, my appreciation would be endless.


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.


Note to Observers- See discussion page for important commentary from the idea submitter regarding this proposal.

Keep Votes

  1. Keep I'm the one who suggested this idea, so I should probably vote to keep it unless I'm some sort of freak. My thanks to Cheese for sorting the comment into the proper template. Tarumigan 06:28, 29 May 2008 (BST)
  2. Keep - Realistic. --Pgunn 04:06, 30 May 2008 (BST)
  3. keep - i just checked and the author is correct, and most buildings do have lightswitches. --Scotw 09:01, 30 May 2008 (BST)
  4. Keep - The only way to actually 'turn it off' is to destroy it. I dont want to. doc crook 13:52, 30 May 2008 (BST)
  5. Keep - Let's not continue to be retarded. Survivors can learn how to perform surgery like that, and yet lightswitches continue to confound them? --Vandurn 14:05, 30 May 2008 (BST)
  6. Keep - I've been thinking about this resently, its pretty good idea for players who use gurillia tatics. Also I don't see this coursing to much spam, all a player needs to do is switch the lights back on.-- Danny Williams 15:53, 30th of May (BST)
  7. Keep - Zombies have scent death to track us and turning off the lights is strategic in attacks. After all its only fair if we cant cade in a major break-in we can at least reduce their chance to hit!--Doctor Oberman 17:08, 30 May 2008 (BST)
  8. Keep - Valid and true. Keep it is, though I wish zombies were more powerful now so that this would pass more favourably and wouldn't end up becoming duped when brought up again in a future scenario when zombies are gaining an overwhelming upper hand. ~AriedartinTalkA KS J abt all 20:38, 30 May 2008 (BST)
  9. keep-brillant idea --Minigun4523 21:14, 30 May 2008 (BST)
  10. Keep - Logic, sweet logic. Finally we can master the complex invention known as a switch. 1) how can a zombie hear the generator, yet not hear the people talking inside a ruined building? They see the lights, not hear the sounds. 2) Lightswitch spam easily prevented by 'The lightswitch if flipped ... and again ... and again ... and again ...'. --Tselita 21:31, 30 May 2008 (BST)
  11. Keep - I enjoy using light switches. --Heretic144 21:54, 30 May 2008 (BST)
  12. Keep - Again the spam voters show there minimal intelligence, this is a good idea to implement. --Pvt human 10:10, 31 May 2008 (BST)
  13. Kepp - The generator keeps on running, so a fuel can stretch is out, and the humans lose the the benefits, right alongside with the downsides. -- Quizzical  Quiz  Speak  18:47, 31 May 2008 (BST)
  14. Keep - Yeah, the current "lights can only be turned out by bashing the generator with a baseball bat" is kind of silly. Fred Fredfredson 18:54, 31 May 2008 (BST)
  15. Keep Scince when is smashing a generator the only way to turn it off? Lack of on switch? honestly, with Zarmans killing everything, this should be implemented. Also to that dupe vote - I demand a link or I ignore. Spammers and killers: There's a reason I don't play UD much anymore:Lack of game changes due to "OMGWTFGAMEBALANCE". --High Gen. Grue Talk 05:07, 2 June 2008 (BST)
  16. Keep - WHY DO PEOPLE HAVE TO BE STUPID?!? --UCSFD 14:05, 3 June 2008 (BST)

Kill Votes

  1. Kill Sorry Taru, but I've got to object. It would be just too unbalanced in favour of survivors. Although I do agree with you to an extent, it's just in terms of gameplay... --Dr Stiles 23:44, 29 May 2008 (BST)
  2. Kill Even if the zombies can't see the lights, they would hear the generator running from outside. --Explodey 23:46, 29 May 2008 (BST)
  3. Kill/Change - Make it drain a considerable amount of gas when switching it back on, otherwise this is just a boost on how long a fuel cans lasts. Switch genny on when searching and switch back off when you don't need it anymore. --Midianian|T|T:S|C:RCS| 23:47, 29 May 2008 (BST)
    Point of Clarification There seems to be some confusion here on what I am proposing to do. I can't edit the suggestion now that voting has started, so I have to leave my comment here. I'm not suggesting that we can turn the generator off. I'm saying we can turn the lights off. The generator will continue running regardless of whether the lights are on or not. Tarumigan 07:00, 29 May 2008 (BST)
    OK, but I still have to agree with Explodey. --Midianian|T|T:S|C:RCS| 00:09, 30 May 2008 (BST)
  4. Kill - Think of the lightswitch raves spam :|. Anyway, how else are the zombies supposed to hunt you down and eat you if you don't tell us where you are? - Love from Swing XOXOXTalk02:38, 30 May 2008 (BST)
  5. Kill - Sorry illustrious Tarumigan Gistarai, Commander of Ackland Mall Security. As Explodey. --Emot-siren.gif LABIA on the INTERNET Emot-siren.gif Dunell Hills Corpseman The Malton Globetrotters#24 - You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| TMG 03:02, 30 May 2008 (BST)
  6. Kill - Sorry, dude, but this just renders a generator practically useless. Think of the spamming and griefing!!! Ioncannon11 04:10, 30 May 2008 (BST)
  7. Kill - Not a bad suggestion, but it screams spam, as said before.  Billy Club Thorton  T!  RR  08:56, 30 May 2008 (BST)
  8. Kill - As much as I would enjoy throwing light switch raves, this idea sure is something awful. --The Malton Globetrotters#19 - DrPain TMG 17:21, 30 May 2008 (BST)
  9. Kill - on off on off on off on off also as Explodey & Karek --Riseabove 06:22, 31 May 2008 (BST)
  10. Kill - In realistic terms I like this idea, but in gameplay terms I'm not so sure. As many others have mentioned, there exists a certain potential for spam here.--Jiangyingzi 07:01, 31 May 2008 (BST)
  11. Kill - Would be a griefer's dream. Would the culprit be recorded and would it use action points? It does make sense thougth - Zig13 - 31/05/2008 at 07:46(BST)
  12. Kill - What would make me leave the light on after searching? What would make anyone leave the lights on after searching? Light switches spell dark Malton, with lights flickering only when someone's searching. Equals 'never' when you play. Whole Malton would become constantly dark. -- Stas 20:19, 31 May 2008 (BST)
  13. Kill - grief city, usa. no thanks.--xoxo 14:37, 1 June 2008 (BST)
  14. Kill - Somewhat of an overpowered addition to generators. Perhaps a significant AP cost to turn the generator on/off would be better? --ZsL 16:35, 1 June 2008 (BST)
  15. Kill - As Mrs Flibble - THELORDGUNSLINGER 18:43, 1 June 2008 (BST)
  16. Kill - For every benefit to survivors, there must be a benefit for zombies. This would negate that.--drawde Porn!RRRRF 21:29, 1 June 2008 (BST)
  17. Kill I have to vote kill on this, but I would be in favor of something like the idea of doing X amount of damage to it turning it off (and not breaking it) since you can repair a generator. For example, zombies outside, you hit the generator like 3 times and the lights go off. You spend 3 AP repairing it and refueling (since damage will spill the fuel) and the lights come back. That way you are using 6 AP to balance instead of just 1 and it is still less than the AP to find a new one. Was this on the talk suggestion page and I just missed it? Because it seems like things like this could have been added for balance.--– Nubis NWO 20:53, 2 June 2008 (BST)
  18. Kill - For gameplay reasons, etc. This would make humans too good at hiding. --Aeon17x 00:06, 3 June 2008 (BST)
  19. Kill - This would make Humans Much too good at hiding away from zombies. Unfair. --Moogohoogo 01:34, 3 June 2008 (BST)

Spam/Dupe Votes

  1. Spam - Lighting search bonuses are extremely valuable; the downside is that they attract zombies. This is fair and balanced. Your idea would make it unfair and unbalanced, so Spam vote it is. --The Hierophant 23:37, 29 May 2008 (BST)
  2. Spam Been tried alot. You want the benefits of the lights, you gotta take the penalties (ie. being "seen"). Also, who defines when the lights are on? What to stop some ass from turning on (or off) the lights when he free runs in? This is just asking for chaos.--Pesatyel 04:57, 30 May 2008 (BST)
  3. Spam - I have to vote spam for the same reasons as everyone else. This is a massive and totally overpowered buff to generators / searching and busts game balance something like a Humpty Dumpty omelette. --WanYao 17:03, 30 May 2008 (BST)
  4. Spam - Only if we can have a foolproof method of finding survivors inside buildings. --Druuuuu OcTRR 17:35, 30 May 2008 (BST)
  5. Dupe - I know I've seen at least a few variations on "off switch for generator" ideas. Somebody will find a link soon enough. SIM Core Map.png Swiers 05:53, 31 May 2008 (BST)
  6. Spam - With the recent update this would be, quite simply, game breaking. It would mean darkness benefits without the associated cost of having to constantly replace the generator.--Karekmaps?! 06:10, 31 May 2008 (BST)
  7. Dupe Spam - this is a relatively common Dupe, but as it's a Dupe of something that was either killed, duped itself or spaminated, there's little chance of finding it quickly without spending far too much of my life dredging through trash piles. So, Spam, for the reasons given: it's not realistic, because it is a game, and game balance dictates that for the benefit of lights to survivors, there must also be a benefit to the zombies - they can see you! --Funt Solo QT Scotland flag.JPG 09:23, 31 May 2008 (BST) Changed my vote to Dupe, because I found it: it's a Peer Rejected called Power Down which was previously Duped as Generator On/Off Switch. --Funt Solo QT Scotland flag.JPG 15:23, 3 June 2008 (BST)
  8. Spam - What they said. -- Murray Jay Suskind 16:44, 31 May 2008 (BST)
  9. Spam Dupe - As Karek and Funt --The Grimch U! E! WAT! 17:04, 1 June 2008 (BST) Funty found a linky. --The Grimch U! E! WAT! 15:27, 3 June 2008 (BST)
  10. Spam - it's good to be back --Sir Bob Fortune RR 14:43, 3 June 2008 (BST)