Suggestion talk:20071119 Retie Wires

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Discussion Moved From Talk:Suggestions

Retie Wires

I've been advised to move this to the talk section for community aiding, so here we are. --Banjo2E (complain) 02:28, 20 November 2007 (UTC)

Suggestion type
Skill, item

Suggestion scope
Survivors, zombies, and buildings

Suggestion description
I think that there should be a method of remaking or retying wires, such as those that secured warehouses in the distant past. This would make wirecutters useful again, as there would be wires to cut once more.

Since this is a very powerful ability, since zombies theoretically could not get in without help from a death cultist, I propose the following checks and balances.

  1. This skill could be a subskill of Construction.
  2. This skill could require the use of a toolbox, wirecutters, or both.
  3. Wires could, after so many reties, become unable to be retied again. The message would be "There is no wire long enough to retie."
  4. Wires could have strength values equivalent to those of an EHB building, and display deterioration messages.
  5. In conjunction with the previous check, buildings tied with wires could be impossible to barricade, or only be lightly barricadable.
  6. As a last resort, wirecutters could be usable by zombies, BUT be in the attack menu and have an accuracy penalty to be around 5-10%.

Discussion (Retie Wires)

This similar thing has been suggested, and so have a lot of similar padlock/wire suggestions -- but the latter I cant find. Problem with this is that it just adds to the already arguably overpowered barricades -- not matter how you try to balance it. And, personally, I think that it should require an item (i.e. a wire roll) like in the link I provided. It would be HEAVY (at least 10-12%) and have limited uses, like a spray can, say 2-4 uses on average. And all it does is add a lock/wire, just like the way those buildings were all locked when the game started. And, logically, there should be no new skill for this -- just need a roll of wire and toolbox. But... after that... how do you make a mechanic that does not totally screw zombies? Or even screw survivors who expect Junkyards to be entries -- because they are non-ransack-able, and have no doors, Junkyards are often used as entry points.... --WanYao 03:41, 20 November 2007 (UTC)

All nicely thought out, but I'm afraid this comes up justabout once every two weeks- I'm pretty sure wirecutters have also been removed from the game too. Watch out for the Suggestion page trolls . --Karloth Vois RR 03:36, 20 November 2007 (UTC)

Doesn't come up as often as people want to say. But it has come up a few times. The major flaw with past ideas was that, originally, fences were impenetrable. If a survivor were lucky enough to start there. But that was, as far as I know, which complicated things when the suggestions came back up. Problem is people could Free Run into those impenetrable barricades. I see you worked on that but, for me, it takes away a little of the uniquness of the fences by just turning them into barricades.--Pesatyel 05:38, 20 November 2007 (UTC)


There is my peer reviewed new fence rules suggestion, which allows a use for wirecutters, alongside a new civilian skill and a new zombie skill for repairing and rending the metal, respectively. So, doesn't that kind of cover what you're trying to do here? --Funt Solo QT Scotland flag.JPG 10:18, 20 November 2007 (UTC)

I liked that one. BoboTalkClown 21:29, 20 November 2007 (UTC)

Discussion on Suggestion Voting