Suggestion:20080625 Ruin Repairing change

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20080625 Ruin Repairing change

People's Commissar Hagnat talk 22:14, 25 June 2008 (BST)

Suggestion type
Ruin Mechanics

Suggestion scope
Buildings, Harmanz

Suggestion description


Repairing a ruined building now consumes more than 1ap, yet its still is a single action which consumes a single ip hit. There has been reports of buildings needing more than 10 ap to be repaired, and more can be expected on burbs long held by zmobies.

One can imagine that each day a building remains ruined, a ruin counter is incremented. Whenever the conditions to repair a building are meet (lights, no zombies, prayed to Banjo), a survivor can choose to repair the building, but such action will decrement the building ruining counter. When this counter reaches zero, the building is fully repaired.

So ? Big deal... it still costs the harman several aps to fix a building. Yes, but now several harmanz can coordinate to clear a building, the same way several zmobies coordinate to tear down cades. Since, as a group, it takes less aps to fix the building, the harman can cade it. He can also manage his ap more efficiently, and stop repairing the building as he runs out of ap, thus avoid getting killed because he repaired a building for 27 aps, which left him with -4AP in an unbarricaded building.

outrageous, this nullifies the ruin buff!! Yes, and no. Since it takes more actions to repair the building, a harman can be interrupted while repairing the building by a zmobie passing by (lucky shot), it will charge the user ap hits for every repair (currently it only counts as 1 IPHIt, as my sources told me), and it will cause damage to harmanz infected (but who would be stupid enough to repair a building while infected ?).

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 like this, seemingly even more than its author :) --Sir Bob Fortune RR 22:21, 25 June 2008 (BST)
  2. Keep - I like the idea of being able to split the cost among a coordinated group. --DJ Deadbeat 22:38, 25 June 2008 (BST)
  3. keep your point about cade breaking is well taken though a counter similar to the cades levels may need to be added so you at least have some idea of how bad things are.--Honestmistake 22:41, 25 June 2008 (BST)
  4. Keep - This only seems fair, considering the troubles zambahz have daily while opening and ruining buildings. Also, it will be sorely needed by the time 27 AP ruins begin to appear. Sponge 22:45, 25 June 2008 (BST)
  5. Keep - I like the idea of being able to split the cost among a coordinated group as well, despite the fact that hitting people more my thing anyway. --Pt da silva 22:46, 25 June 2008 (BST)
  6. Above and up. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:06, 25 June 2008 (BST)
  7. Keep - Seems sensible to me, in terms of a cooperative building reconstruction as well as the unlikely case of repairing while infected. Omnicon 23:50, 25 June 2008 (BST)
  8. Keep - I think the suggestion is worthy, nothing more to say--CorndogheroT-S-Z 01:24, 26 June 2008 (BST)
  9. Keep - When long ruined buildings become common, we will kick ourselves for having killed this suggestion. It also promotes teamwork! DanceDanceRevolution 03:14, 26 June 2008 (BST)
  10. Keep - As Axe and DDR. Promoting cooperation and preventing tons of 27AP repair cost buildings is a good thing. Love the suggestion, and also love the fact that you referenced Banjo. He gives free coffee makers to his devoted followers, you know --Tselita 03:17, 26 June 2008 (BST)
  11. Keep - Sounds fair. --Heretic144 03:21, 26 June 2008 (BST)
  12. Keep - this would work, or maybe a smaller ruin cap, in anycase...--'BPTmz 04:34, 26 June 2008 (BST)
  13. Keep - I like this idea. Nothing more to say. --Zombie in Pajamas 04:59, 26 June 2008 (BST)
  14. Keep. Just... great. Survs can't take Ridleybank very easily now! (IE: Survs in deep Zarman territory are more than screwed.) --High Gen. Grue Talk 05:21, 26 June 2008 (BST)
  15. Keep - Well thought out. --Pvt human 12:16, 26 June 2008 (BST)
  16. Keep - I'd hate to be that guy that runs out of AP in a nasty ruined building --Danny Williams 13:30, 26 June 2008 (BST)
  17. Keep - I wondered why this wasn't implemented when the ruin update came through...are survivors too proud, too haughty, eating their "canned foods" and sitting in their "safe houses" to work together now? I think not. --Vandurn 14:44, 26 June 2008 (BST)
  18. Keep If there is a reasonable cap as to how high a ruin can cost to repair then this might not be needed. If it's open ended or excessive though then survivors should have to the ability to repair in stages. It's unfair to ask one person to spend 27AP in a single go. Right now the ruin wiki page says it can cost as much as 16AP. If it can go higher than 20 I think this suggestion is a good idea. --Jon Pyre 15:32, 26 June 2008 (BST)
  19. Keep - makes sense --Frednotyetdead 12:02, 27 June 2008 (BST)
  20. keep - i approve of this --Scotw 17:52, 27 June 2008 (BST)
  21. keep - I like it.--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 09:19, 2 July 2008 (BST)
  22. Keep - makes sense--Kolechovski 19:41, 3 July 2008 (BST)
  23. Keep - Realistic and reasonable --  13:35, 7 July 2008 (BST)
  24. Keep I like this idea.DaveBF 21:34, 8 July 2008 (BST)
  25. Keep This encourages teamwork and is realistic. To restore a building you wouldn't have one guy do all the work for several hours, you would have several people work together. Karec 02:09, 9 July 2008 (BST)


Kill Votes

  1. Kill - Simply because of the annoy-factor when fixing a 27 AP ruin. Besides, I doubt it's a counter. I'd wager it's just a timestamp of when the building was ruined from which is calculated the repair cost. --Midianian|T|T:S|C:RCS| 22:26, 25 June 2008 (BST)
    then you would vote in favor of a suggestions that makes barricade breaking a single action that cost enough ap to break it, right ? It's also annoying and boring, and in an even larger scale. And a building ruined to that extent would be extremely rare, imho. --People's Commissar Hagnat talk 22:31, 25 June 2008 (BST)
    Uncomparable. Attacks are chance-based whereas fixing a ruin is not. Also, searching is as boring as attacking barricades. No need to add any more of it to the game. --Midianian|T|T:S|C:RCS| 22:51, 25 June 2008 (BST)
  2. Semi-Kill - I like the idea of this concept, it will make survivors work harder to keep a building in-tact. I do know of some buildings, however, that have been ruined for some time. If this was to be implemented, a survivor trying to fix it would take a very long time. I'd suggest adding a repair cost cap or just to simply make the ap to repair it initially higher depending on the building. --Arcology 01:58, 26 June 2008 (BST)
  3. Kill - Would be abused by survivors. A single survivor could walk 5 blocks into a ruined suburb, repair 40ap worth of buildings (but not unruining them), and then run back out. Repeat until the whole suburb is green. There is no mechanic for a zombie to undo the "repair". Would effectively nerf the "ruins get worse over time" ability. The supposed "cons" would be rarely experienced in the game. --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 02:26, 26 June 2008 (BST)
    first off, you can't repair strafe, as you can't free run into ruined buildings. Second, most ruined buildings have a zombie inside (at least where i ridley i usually see one or more zeds inside any buildings i enter), he would spend atmost 20 ap repairing buildings (still a high number, i know). It would make it easier to retake long dead burbs this way, but what's wrong in this anyway ? If the zombies get bored they move elsewhere or leave the game, and no one wants this to happen. Territory control shouldn't be the focus of UD, several users already advocate this, and river tactics a fine example on how harmans should be playing this game... allowing zombies to easily hold territory would go against all what is said to the harmanz then, --People's Commissar Hagnat talk 04:25, 26 June 2008 (BST)
    I said that they could almost unruin a building and zombies would have no visual notice of it as well as no way to "undo" the repair. I never said anything about free running, I said WALK 5 blocks in. "Repeat until the whole suburb is green. There is no mechanic for a zombie to undo the "repair". Would effectively nerf the "ruins get worse over time" ability. The supposed "cons" would be rarely experienced in the game." - reply to this too. PS WanYao needs to try harder. --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 11:04, 26 June 2008 (BST)
  4. Kill - I see your point, but as Gardenator.  Billy Club Thorton  T!  RR  02:35, 26 June 2008 (BST)
  5. weak kill - While I like the idea behind this, clicking Repair 20 times is effen annoying. And you can't repair until you've cleared -- so, zombies can passively increase the repair cost by actively sqauatting. Making the Goon scenario decribed above pretty unlikely... Yet, if it did happen, that's just smart survivor strategy and bad zombie strategy... Which just reflects the Goonie's feeble understanding of UD game mechanics -- e.g. the concept of barricade strafing already exists, loool! and their epic fail when it comes to zombie tactics that utilise smarts and coordination and rather than "bulldozer tactics." PRO TIP: don't pay attention to Goons trying to explain how UD works, 9/10 times they'll lead you astray... Anyhoooooo... not quite a workable suggestion, close but no banana... ;P --WanYao 02:43, 26 June 2008 (BST)
  6. I don't understand the suggestion.--Pesatyel 02:47, 26 June 2008 (BST)
  7. Kill - Annoying factor, and as Gardenator. --Ocular Druuuuu 03:14, 26 June 2008 (BST)
  8. Kill - As Goon and Wan. --  AHLGTG THE END IS NIGH! 03:39, 26 June 2008 (BST)
  9. Kill - I really like the idea, but the fact that you didnt write in clear English leaves me to put up a kill vote. Re-write it in clear English and I'll change my vote. --Lt.G Deathnut freelance 04:19, 26 June 2008 (BST)
  10. Kill - As Deathnut. --Pgunn 05:07, 26 June 2008 (BST)
  11. Kill - As Gardenator. --Riseabove 09:51, 26 June 2008 (BST)
  12. Kill - I like it as is. The all or nothing means you have to plan ahead to do some repairwork, and if the suburb is up the creek without a paddle, it encourages the minimal coordination required for it. I am in favour of keeping anything that ensures humans work together to fix things up, because theres fuck all else that encourages it now. You could argue this does, but it doesnt really. As a very wise goon said above, a loner could come in and over the course of a few days patch up several buildings to near fully fixed over the course of a few days without any way for the zombies to detect it, then suddenly fix up a bunch, all without working as part of a team. The current approach means that in the older buildings people will get stranded and therefore are unlikly to fix it up without a few friends to follow along and patch it to EHB around his sleeping form. Unless you are going to give zombies a way to actively increase the ruin status on a building, dont bother suggesting a way for humans to actively decrease it without fixing it. --The Grimch U! E! WAT! 11:12, 26 June 2008 (BST)
  13. Kill - As grim, leave it how it is.--drawde DORISRRRRFRI! 14:52, 26 June 2008 (BST)
  14. Kill - As Grim. --Papa Moloch 18:04, 26 June 2008 (BST)
  15. Kill - Zombies can't accelerate the ap cost to repair, so why should the humans be able to decelerate it? --The Malton Globetrotters#19 - DrPain TMG 20:28, 26 June 2008 (BST)
  16. Kill - As Grim --Explodey 20:30, 26 June 2008 (BST)
  17. Kill - As Grim, *horde mentality* - THELORDGUNSLINGER 01:32, 27 June 2008 (BST)
  18. Kill - would be annoying. --PdeqTalk* 23:07, 27 June 2008 (BST)
  19. Kill - As Grim. - Grant (talk) 04:06, 1 July 2008 (BST)
  20. Kill - ITW we suggest nerfs to every possible difficulty survivors might have.--Karekmaps?! 10:46, 1 July 2008 (BST)
  21. Change - Add a cap to the counter and you got my vote, but as Midanian, it would be a bit annoying to try to repair a building that's been ruined for a long time. Maybe 15 or so at the cap? Neuromanc3r U! 17:37, 3 July 2008 (BST)


Spam/Dupe Votes