Suggestion:20080605 Uncovered Stores

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This suggestion was voted as spam and closed for voting, with 2 keep, 4 kill, and 5 spam votes.



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20080605 Uncovered Stores

Certain Complex 22:12, 5 June 2008 (BST)

Suggestion type
Buildings

Suggestion scope
Malls, etc.

Suggestion description
As the debris shifts and survivors become more desperate, new businesses formerly ignored and in ruin open once more.

The mall-centric tone, while a nice homage to zombie films, is becoming increasingly dull. An entire city is sometimes ignored in favor of setting up colonies in these sparsely placed shopping centers (ones that somehow contain gun stores and the only traces of a vast consumerist culture). I realize some players enjoy this, so what I'm suggesting will not take anything from the malls they love. It will simply add more to other parts of the city. Each of the seven typical mall stores will receive fifteen additional locations outside of their regular ones. As a reminder here they are:

  • Bookstore
  • Drugstore (Pharmacy)
  • Gun Store
  • Hardware Store
  • Liquor Store
  • Sports Store
  • Tech Store

Each suburb will gain one new location replacing a standard street (with the exception of five suburbs gaining two). This makes for 105 new buildings across Malton, a number which shouldn't throw off the empty block ratio too badly. Seeing as these are small, weak buildings it might be best if they have a max barricade rate of Very Strongly. They should also not support Bargain Hunting.

The shops will benefit newer players in giving them more chances at finding the almost essential knife and various other objects usually reserved for mall occupiers. It will thereby benefit those mall occupiers by reducing the number of passerby only coming in for a quick search. Zombie players probably won't gain from this addition but then again won't suffer because of the weakness of the shops and an obvious spread of survivor residence. Mall sieges should become more interesting due to the slightly fewer defenders yet increased barricade strengths in buildings surrounding (due to a lessened need for Free Running). RP-wise this adds a ton of atmosphere with new interior descriptions and increased availability of sports items.

And it would be especially nice if a gun store were to open up across the street from your local shopping center. If you had whiteboards at the very least...


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

  1. Keep - Cool, I am for this.--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 22:18, 5 June 2008 (BST)
  2. Change Support Bargain Hunting! ----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|03:14, 6 June 2008 (BST)

Kill Votes

  1. Incomplete I'm all for making the game less "mall-centric". However, you have to be more thorough when making a suggestion. WHICH locations are you talking about? Why SHOULDN'T they support Bargain Hunting? Those "mall skills" alone will nullify your intent as the search chances will be lower in these "non-mall" locations. Also, having the barricades only go to VS? WTF? Smaller "mom & pop" shops tend to be MORE easily secured then other buildings because of anti-crime defenses (citing The Zombie Survival Guide here). I'm presuming the search percentages don't change in these other locations from their mall counterparts. But why? A liquor store in a mall, for example, would have less available product then a "regular" store (I could be mistaken) due to the nature of it being part of the mall (not to mention being VERY defensible, given the nature of the product). What makes these locations different from PDs or Hospitals (the non-mall equivalents of Gunshops and Drugstores)?--Pesatyel 22:41, 5 June 2008 (BST)
  2. As Pesatyel - Jaysus that post has it covered. Also, don't mess with mechanics. --Vandurn 23:58, 5 June 2008 (BST)
  3. As pesatyel - More specific please. Ioncannon11 02:47, 6 June 2008 (BST)
  4. As Pesatyel - Pretty much covered all the bases. Plus, I agree with Secruss' change. -- THELORDGUNSLINGER 03:38, 6 June 2008 (BST)


Spam/Dupe Votes

  1. Spam/Incomplete - There are "maybes" in the suggestion. And why wouldn't new buildings have the same search rates as Mall Stores? If they didn't, they'd be pointless and people would use malls anyway. Also, VSB++ only? Uhm, while I understand... No. While I appreciate the intent, the execution is deeply flawed. --WanYao 00:42, 6 June 2008 (BST)
  2. Spam - Incomplete (you really need to specify search rates), gun stores and drugstores are redundant (we have PDs and hospitals already) and limiting cades to VSB++ is dumb. But I think this suggestion can be saved. I suggest you withdraw & revise it. --Explodey 01:27, 6 June 2008 (BST)
  3. Spam - Incomplete, and it changes the balance of the game.  Billy Club Thorton  T!  RR  01:35, 6 June 2008 (BST)
  4. Spam - Adding more resource buildings would result in a small decrease in the average distance from a resource building you want, making this a needless buff to humans. Also, it gives non free runners a place to search for firearms without all the junk searches, which is a pretty big buff to them too, and one that is definately not needed. On top of this since these are being placed over empty blocks, this would dramatically change the free running routes of malton, making it easier to get around while inside and quite possibly bridging some of the major free running moats in the game, like the one in Grigg Heights and the one in Pitneybank. --The Grimch U! E! WAT! 02:22, 6 June 2008 (BST)
  5. Spam/Incomplete - What all those guys said. If you re-post this, I recommend making them replace current generic buildings. PDs already are Gun Stores, by the way. --Druuuuu OcTRR 02:28, 6 June 2008 (BST)