Suggestion:20080702 Flashlights and Batteries

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This suggestion was voted as spam and closed for voting, with 3 keep, 7 kill, and 6 spam votes.


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20080702 Flashlights and Batteries

Danny lee 22:54, 2 July 2008 (BST)

Suggestion type
: 'Dark' Items Suggestion scope
: Humans Suggestion description

You walk into a darkened building. You click on the flashlight in your inventory, which would cost 1 AP, to turn it on (press again to turn off). When the flashlight in on, your search rates, hit rates, (and all the rest) will be bumped by 10% their usual 'dark' value. Also, with the flashlight active, you can repair ruined 'dark' buildings, but it will cost an extra 3 to 5 AP on top of the AP that it costs to repair the building. the progression of the extra AP will work like so.

*When the AP cost to repair the building is between 1~7, the extra cost will be 3 AP. 
*When the AP cost to repair the building is between 8~12, the extra cost will be 4 AP. 
*When the AP cost to repair the building is 13 or over, the extra cost will be 5 AP. 

For flashlights to work, they need a battery. 1 battery will give 150 charges, and each charge is used up as you do an action with the flashlight active. Loaded and unloaded flashlights can be identified by 'ammo count' number used in pistols and shotguns. Flashlight (1) means there are batteries, Flashlight (0) means no batteries. The counter is used only to let users know that the flashlight is loaded/unloaded, and users will have no idea of the remaining number of charges of your batteries, to preserve the element of uncertainty in a zombie apocalypse game. Instead of having every battery 'die' after a set amount of use,(150 charges in thsi case), everytime a charge is used, it has a 0.5% chance of dying. This means that there is a chance (a good chance) that your battery will die before the 150 charge cap. At first 0.5% seems like nothing, but it add up as uses pile up. The odds of your flashlight working consecutively for 50AP is 77.8%, working consecutively for 100AP is 60.5%, and the odds of working all the way upto the 150 charge cap is 47.1%. (You can do this for any number of AP. Just take .995 (success rate) and raise it to the number of uses. It gives you the odds of it succeeding consecutively for that much times.)

Flashlights can be used as a improvised weapons, doing 2 damage, with base hit % of 10%, which can be improved with hand-to-hand combat.

Flashlights can be found in pubs, hospitals, police and fire departments, hotels, mansions, schools, mall sport stores, and library. Search rate will be 3% for all of the buildings, except in mall sprot store (5%), and 1% for hospitals, police and fire departments. For batteries, they can be found in the same buildings, with a search rate of 5%, except mall sport store (6%), and 1% in hospitals, police and fire departments.


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/Minor Change - You made some good changes from Discussion, namely taking out the attack rate buff, and made it that you can use the torch as a weapon. I would have personally made it 100%/0 damage and you could have a faux light saber. :D -- Cheese 22:59, 2 July 2008 (BST)
  2. Keep - Strange but nice idea. Don't think the buildings are well chosen. Police and fire yes, but not the other ones. Maybe junkyard? - Zig13 - 3/07/2008 at 09:39(BST)
  3. Keep - Stop voting dupe based on the title. --BoboTalkClown 01:15, 10 July 2008 (BST)

Kill Votes

  1. NOT A DUPE What is it with seeing "flashlight" (or whatever) as the suggestion title that automatically screams "dupe" just becuase the NAME was used before? This is nothing like Flashlights. Flashlights affect attack, not searching (like this one). This is nothing like Flashlights (revised) ISN'T a dupe because it was in UNDECIDED. Same for [[[Suggestion:20071217 Slightly Gloomy Buildings V.1|Slightly Gloomy Buildings]] (and this suggestion is different, enough, from both in the first place). Flashlight Version 2.0 MIGHT be a dupe, but I think the mechanics are different enough (not to mention the suggestion is two years old AND there weren't "darkness" penalties then like there are now). Flashlight Version 2 gives a 2% increase and has 5 "charges" while THIS suggestion gives a 10% increase and lasts 150 "charges". Maybe that counts, but I think the suggestion has merit now, given the game conditions. The reason I'm voting kill is that I think it is over complicated.--Pesatyel 03:57, 3 July 2008 (BST)
  2. Kill - Too complicated. --Pgunn 16:25, 3 July 2008 (BST)
  3. Kill - search dilution, as Wan Yao. --Sir Bob Fortune RR 18:00, 3 July 2008 (BST)
  4. Kill - The other flashlight suggestions are just as good, or better. --ZsL 20:33, 3 July 2008 (BST)
  5. Kill - I shall enjoy it when this is cycled as this will allow me to dupe to death anything similar in the future. Thank you. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:42, 4 July 2008 (BST)
  6. Kill - 1) not a dupe, 2) it's not a way to fix stuff screwed with last updates. --  14:01, 7 July 2008 (BST)
  7. Kill It seems like a well thought out and nice idea, but Powered = Human Territory, Dark = possible human territory, and Ruined Buildings = Zombie Territory. Encouraging Humans to occupy un-powered buildings removes the primamry restraint on Human Expansion. -- Techercizer (Food) (TSoE) 07:12, 12 July 2008 (BST)

Spam/Dupe Votes

  1. dupe - dont forget this and this and this --Scotw 23:30, 2 July 2008 (BST)
  2. Spam / Dupe - Dupe as above. Can we start a new wiki just for flashlight suggestions? Anyway, I'll reiterate my usual flashlight objection: you already have one. It keeps you from hurting yourself in dark buildings. No further benefit is required.--Jiangyingzi 23:37, 2 July 2008 (BST)
  3. Dupe - As above. --Papa Moloch 00:22, 3 July 2008 (BST)
  4. Dupe - unfortunately. DanceDanceRevolution 01:16, 3 July 2008 (BST)
  5. Dupe - It's as much of a dupe as a flamethrower.--Karekmaps?! 07:39, 3 July 2008 (BST)
  6. Spam - Not a dupe, different enough. But it's spam. Dark buildings have little of value to search for, anyway, so there is no point to this. Fail, Act I. And don't need another lame melee weapon, Fail, Act II. And, finally, presenting the closing act III of our dramatic epic, Fail -- it's found in too many places, AND nerfs search rates for actually useful stuff in those places. CURTAIN!! --WanYao 14:00, 3 July 2008 (BST)
  7. Spam - As Wan. None of those links cover ruin repair. --The Grimch U! E! WAT! 17:59, 3 July 2008 (BST)
  8. Dupe. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:04, 3 July 2008 (BST)
  9. as Grim - Grim tends to say this but.... don't add useless shit, it makes it harder to find helpful shit--/~Rakuen~\Talk Domo.gif I Still Love Grim 19:15, 3 July 2008 (BST)
  10. Dupe - As the others above.--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 15:39, 10 July 2008 (BST)
  11. Spam - As WanYao.  Billy Club Thorton  T!  RR  19:39, 10 July 2008 (BST)
  12. Spam KTSQ (since there is a YAFS acronym let's have a voting acronym) Kill this shit quickly. This is just a gateway suggestion leading up to the damn Doom Duct Tape mod. I'd only go for this if it had to be carried up their ass.--The Malton Globetrotters #99 DCC SNACK STRONG 05:53, 12 July 2008 (BST)