Suggestion talk:20090630 Sterilise

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From Developing Suggestions

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 02:19, 11 June 2009 (BST)
Type: Item + Skill
Scope: Survivors, Zombies
Description: Adds a new item to Hospitals/Infirmaries, called "Sterilisation Kit" (15% encumberance, in Hospitals for 5% base rate and Infirmaries at a 3% base rate). This item, when combined with the new Scientist Skill "Sterilisation Training", can be used to create sterilised rooms in non-ruined buildings, so that they can offer the +5 HP boost of Surgery (so long as the building has power).

However, everytime the bonus is utilised there is a 25% chance that the sterile room will be contaminated, and will need another sterilisation kit to once again acquire the bonus.

Zombies can ransack the sterile room no matter how many survivors are inside, and will gain 6 XP for such an action.

Discussion (Sterilisation)

Someone will complain that this is two suggestions is one, but I don't mind that part so much. I think the Hospital's +5 HP bonus has more to do with specialized tools (that require power to operate) than Sterilization, so idk.--Zombie Lord 02:56, 11 June 2009 (BST)

It "technically" is, however sometimes its necessary.--Pesatyel 04:16, 11 June 2009 (BST)
It is my interpretation that the rule only applies for suggestions that can be seperated (i.e. the parts can operate independant of each other, albeit at a reduced effect). However, as the kit is entirely useless without the skill (and vice-versa), the two-suggestions concern is mute. --Blake Firedancer T E RNL? P.I.S.I.T. 06:56, 11 June 2009 (BST)
Well, like I said, I don't personally have a problem with that part.--Zombie Lord 08:01, 11 June 2009 (BST)

So, you want to turn malls and NTs in the hospitals? The game needs to have MORE uses for the non-mall/nt buildings.--Pesatyel 04:16, 11 June 2009 (BST)

As pesa, above. Bad idea. --WanYao 08:02, 11 June 2009 (BST)
I would have liked the idea, but Pesa provides an interesting point.--Thadeous Oakley 21:24, 11 June 2009 (BST)

Just make it unusable in malls. There's too much area to sterilize or something.--Mr. Angel, Help needed? 21:36, 11 June 2009 (BST)

I could say that the sterilisation kit requires a smaller room than what malls can offer. --Blake Firedancer T E RNL? P.I.S.I.T. 22:07, 11 June 2009 (BST)
There we go, biggest against problem solved.--Mr. Angel, Help needed? 22:10, 11 June 2009 (BST)
True. You might do better just suggesting particular buildings that might be appropriate for this (rather than just "any but malls"). A school, for example, might be appropriate (nurse's office or maybe a science lab). Also, it counters malls, but what about NTs? That's not a good idea either.--Pesatyel 02:33, 12 June 2009 (BST)
Though being a scientific facility, it's resources and equipment would be on-par or better with a hospital. Just not capable of dealing with more than a few people at a time.--Mr. Angel, Help needed? 02:42, 12 June 2009 (BST)
You mean the NT facilities? Of course, but that's the whole point. What two buildings are THE most focused upon in the game? Malls (for all the goodies) and NTs (for syringes). By comparison, the other buildings have relatively minor uses (even if you factor in that you can find FAKs in hospitals easier than in malls since, in malls, you can find essentially everything you need except generators, gas and syringes). The two factors that make hospitals useful are FAKs and Surgery. If you transfer the Surgery ability to the NT, you weaken (unnecessarily) the hospital.--Pesatyel 07:46, 12 June 2009 (BST)
I still think the +5 HP for Surgery is due to specialized equipment in Hospitals that need power in order to function. If anything a non-sterilized room would give a -HP penalty, with the Sterilization canceling the penalty. Idk, FAKS are "magical D&D wizard spell" enough already.--Zombie Lord 23:20, 12 June 2009 (BST)
I think the idea is that your taking the nessary equipment with you to set up at another location (ie. not just "sterilization" equipment). If you want to throw in a "realism" argument, I can't imagine there being that many places that you would find clean enough to perform surgery in in the first place (including hospitals) after years of quarantine. But, of course, that argument is moot. That is part of the reason I suggested a place like a school since a nurse's station would HAVE some of the "hospital like" things already. Oh, and I like the D&D analogy, but are you saying there is something wrong with the way FAKs work?--Pesatyel 04:23, 13 June 2009 (BST)
They are a little too magical for me as they are. I would prefer healing 1 HP per half hour inherently. With Bleeding rules that stop that inherent healing, with FAK's stopping the Bleeding (allowing the healing rate to resume). I'll suggest it one of these days, triggering howls of anger and consternation, I'm sure.--Zombie Lord 06:43, 13 June 2009 (BST)
Inane discussion removed.--Yonnua Koponen Talk ! Contribs 13:54, 14 June 2009 (BST)

Why not make it so when any player does any action (search, barricade, even free run through) then there is a chance that the Sterilization goes away. That way in heavy populated areas it would be useless.--Bjorn 12:50, 12 June 2009 (BST)

That would be undercut by the ability of any player to go into any building at any time, effetively speaking.--Pesatyel 04:14, 13 June 2009 (BST)

I think you chaps are overselling it. For a start, this kit comes from hospitals which means hospitals are now more useful. Anyway, imagine there's a hospital next to a mall, and you want to set up a station in the mall. That's an average of 20AP in searching (at 5% base rate), and two more to move and deploy it. For 22AP+ you've added an average of 20HP in bonuses. (at a 25% failure rate, that's the average if my maths is right) To match that you need only 2 FAK's. I am unsure what the new rate is, but it needs only be above ~9% to come out ahead given 22AP to search. -- User:The Rooster RoosterDragon User talk:The Rooster 14:36, 12 June 2009 (BST)

For starters, did you even read the discussion? Secondly, the numbers can be changed, that's the point of this discussion page. Surgery has always been more for situations when your really hurting. That's why it heals more, but doesn't give you additoinal experience.--Pesatyel 08:49, 14 June 2009 (BST)

Actually, I was thinking that NTs would provide an 'ideal' setting for sterilisation with a lower chance of contamination, as they are the most naturally sterile building other than the Hospitals and Infirmaries. On the other hand, NT buildings are already one of the extremely high priority target for zombies, with the others being the all-you-can-eat-flesh-buffet that is your local shopping mall and the stupid-meat-in-a-concrete-can known as the forts. --Blake Firedancer T E RNL? P.I.S.I.T. 06:27, 14 June 2009 (BST)

I was actually think the forts might nobe be a bad idea, since there are only two. Are they REALLY that contested? I'm not being sarcastic, I'm asking. If I were to pick "appropriate" locations, I'd say the zoo, schools, hotels, buildings and towers. The zoo and schools would most likely have medical facilities of some minimal kind. Hotels, I could see having minimally adequate conditions if you don't look to closely and the last two are so vaguely defined that they could be anything essentially.--Pesatyel 08:49, 14 June 2009 (BST)
They're no moreso contested than the malls. --Blake Firedancer T E RNL? P.I.S.I.T. 05:19, 15 June 2009 (BST)

OK, I'm considering whether or not to put this up for vote. Are there any further issues to be figured out? --Blake Firedancer T E RNL? P.I.S.I.T. 09:58, 21 June 2009 (BST)

Well, you might want to edit your suggestion to reflect the discussion.--Pesatyel 06:14, 23 June 2009 (BST)