Suggestion talk:20090329 NecroTech Training
This originated at Developing Suggestions, along with two other ideas - Memories of Employment and Facility Access. These two were not taken to the major leagues.
I actually like this. Quite a bit. For syringe searching, the number may need tweaking - search rates are 12.5%, 1/8, and this allows for a syringe in just five, guaranteed. I would say 10 - either take the 1/8 chance, or spend ten and have it guaranteed. I would also add that I would imagine the "Manufacture Syringe" button doesn't see any use at all these days. --Bob Boberton TF / DW 03:38, 26 March 2009 (UTC)
- Noted. See my response below. -CaptainVideo 02:30, 27 March 2009 (UTC)
Yes, because this game needs moar syringes and a mechanic to fuck newbies over by turning all the NTs into impenetrable fortresses of fail like the malls have become. -- . . <== DDR Approved Editor 04:00, 26 March 2009 (UTC)
See my response to the suggestion below. --Papa Moloch 04:01, 26 March 2009 (UTC)
You're right. You know what else this game needs. 5 AP eat a human whole zombie attack. Yup. That would just about balance out this crap. I demand to be able to eat a person whole for 5 ap. It seems only fair. --Johnny Bass 04:13, 26 March 2009 (UTC)
- Alright, but to balance it out we'd need a side-effect, like "indigestion." -CaptainVideo 02:30, 27 March 2009 (UTC)
Sorry, but this is terrible. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 04:55, 26 March 2009 (UTC)
Something to improve syringe manufacture is probably overdue... saving 15AP is not it though. Saving 5AP is probably a better deal but TBH I would rather see an improved syringe only available through manufacture... --Honestmistake 10:02, 26 March 2009 (UTC)
- Let me think about that. -CaptainVideo 21:42, 27 March 2009 (UTC)
Facility access is a nice touch, but I'd rather the building was powered, that way it prevents survivors waltzing in and out for fuel when the powers down. The NT-Training would be better as a reduce by 5 not to5 --Kamikazie-Bunny 13:54, 26 March 2009 (UTC)
- Okay. How about: 10AP for syringe manufacture, and buildings have to be powered for the door locks to work. -CaptainVideo 02:30, 27 March 2009 (UTC)
If I read how "Facility Access" works, your BYPASSING the barricades. As for the other, 5 is WAY too low. What about a flucuation, like anything from 10 to 25. Oh, and also, IF you post the suggestion, remember these are two seperate suggestions.--Pesatyel 04:53, 27 March 2009 (UTC)
- Yes, I'll remember that. And yes, "Facility Access" is designed to allow survivors (but not zombies; see discussion below) to bypass the barricades. That may not make sense, so let me explain: Let's say a NecroTech building is a glass front with doors in it. After the glass is knocked out, the holes will be barricaded, but if there's a hand-print lock metal door on the side of the building that nobody can open, who would cade it?
- So, basically, Free Running?--Pesatyel 03:50, 28 March 2009 (UTC)
- I think this would work from the street to get into the NT. Essentially makes it impossible to overbarricade an NT for anyone with this skill; they can always get in. ~ extropymine Talk | NW | 4Corners 04:41, 28 March 2009 (UTC)
- Yeah, and that's pretty overpowered. Its hard enough, on zombies, that players can free run in, now this would allow them off the street too?--Pesatyel 05:06, 28 March 2009 (UTC)
- I think this would work from the street to get into the NT. Essentially makes it impossible to overbarricade an NT for anyone with this skill; they can always get in. ~ extropymine Talk | NW | 4Corners 04:41, 28 March 2009 (UTC)
- So, basically, Free Running?--Pesatyel 03:50, 28 March 2009 (UTC)