Suggestion talk:20090830 Motorcycles

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Motorcycle

Timestamp: Brainguard 00:10, 28 August 2009 (BST)
Type: Vehicle
Scope: Malton
Description: First of all, this isn't some dumb vehicle dupe, so don't assume it is.

Motorcyles would be special items, findable in Auto Repair Shops for ~1% search rate. They take 40-50% encumbrance, and cannot go inside buildings (the Fort Gatehouse being the exception). They can be stored in Auto-Repair Shops by a method similar to Suggestion:20080414 Personal Lockboxes, except that ONLY motorcycles can be stored this way, limit 1 per user per building. Motorcycles must be fuelled every 24 hrs.

When there is a motorcycle in your inventory, you cannot enter a building. You move normally on the map, and only every other move would cost 1 AP. How would the server do that? It would log how many moves you've made since you got on the motorcycle (resets when you no longer have a powered motorcycle). If the motorcycle was powered, it would only cost an AP every other movement.

There would also be a way to account for debris built up on roads. Roads and the outside of buildings would have a certain debris percentage. When moving through a square, the debris percentage would be the chance of failing. If you fail on a block, your motorcycle does not proceed on that square, you take 10 damage and you get the message: Your motorcycle runs into debris and you take 10 damage. You pull the motorcycle out.

If the motorcycle crashes, there is a 50% chance that the motorcycle will be destroyed. Your motorcycle runs into debris and you take 20 damage. You lose your motorcyle in the debris.

Zombies with Ransack can increase debris percentages by 25% by "Tearing" that road block or outside of a building, and survivors with Constuction and a Toolkit can repair it for the same cost as a Ransacking. If a zombie attacks a survivor on a motorcycle, the zombie gains extra XP and there is a small chance the motorcycle will be destroyed.

There - a balanced non-trenchie vehicle suggestion.

Discussion (Motorcycle)

I would just say simplify it to "ruins = debris, non-ruined = debris-free." Still makes you manuever, without the added skills/actions performed outside. You should only be able to get into ARs if they're normally accessible (VSB+2 or less) as well. Beyond that... fast travel's controversial. And the crash percentage is high - though if it's only possible on ruin squares, it might be workable. --Bob Boberton TF / DW Littlemudkipsig.gif 01:26, 28 August 2009 (BST)

Ok, but how will the system work on roads? Maybe you can ruin roads? --Brainguard 03:09, 28 August 2009 (BST)

I don't know if it's a vehicle dupe, but it's still dumb. As if survivors weren't strong enough, you want to let them double their large-scale movement? This solves no in-game problem, and multiplied by a billion would completely effect the way sieges worked; zombies could ruin an entire suburb, only to have the survivors potter on over to the nearest mall or NT a whole burb away to stock up because they didn't spend forever utterly trashing the outside of every single building. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:24, 28 August 2009 (BST)

But they technically couldn't, because of the debris factor from ruins. Ruining it alone will make it hard to move. Plus, there's a chance to fall off --Brainguard 03:42, 28 August 2009 (BST)
Look, there's two ways this can go:
  1. If this makes survivor movement easier and more efficient, then all my above arguments stand. Survivors will just motorcycle across the map and TRP access will be changed forever.
  2. If this doesn't make that movement easier, then it's useless and worthless spam.
  3. Nobody Expects the Spanish Inquisition.
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:11, 28 August 2009 (BST)
First of all, you can't actually go inside TRPs untill you stow away your cycle. And the cycle isn't intended to make movement easier or harder. It serves different purposes in different situations. --Brainguard 02:20, 30 August 2009 (BST)

Spam. Just say no to godlike movement abilities. The game is balanced to prevent people from moving all the way across the city in a single day. And for good reason. --WanYao 03:30, 28 August 2009 (BST)

But remember, you have to keep it fuelled, keep clear of ruins, etc. I could change to fuel limit to 24 hours. --Brainguard 03:42, 28 August 2009 (BST)

This could actually work, although I don't believe street damage should be a separate skill. It would work well as a feature of ransack --Bwii 03:56, 28 August 2009 (BST)

Good idea.--Brainguard 04:00, 28 August 2009 (BST)

It's not TECHNICALLY a dupe, but vehicles have been suggested a few times. The main flaw with such suggestions is this. They are all TELEPORTATION. If I am trying to go from point A to point E, I have to click on B, C, D and E and that takes time, even if that "time" is only as fast as it takes for me to click on "B", for the page to load, for me to click on "C", for the page to load, for me to click on "D", for the page to load and finally for me to click on "E".. The computer is inherently faster then that, especially if you consider you don't need to worry abouty anything happening at B and D (since the computer would automatically bypass them). Any players active in those squares wouldn't have a chance to react. Not to mention, what if you are trying to get to D? Or B? There is also the fact that survivors are inherently faster, not just because they start a 1 AP per, but because they can Free Run. Also, you should automatically crash (and take significant damage) when you hit debris.--Pesatyel 05:46, 28 August 2009 (BST)

See my edit, it solves omst of the problems you detailed. Thanks for the feedback. --Brainguard 02:20, 30 August 2009 (BST)

Prehaps it could be if a building is ruined then the square outside has debris on it but pesatyel also makes some good points --Posydon (talk)(MCM)(UBCS) 12:22, 28 August 2009 (BST)

It's a lot better thought out than most vehicle suggestions, that's for sure. But still, as above, balance issues. Besides, if you're moving two squares per click, you won't even be able to see where you're heading without consulting a map. RinKou 16:09, 28 August 2009 (BST)

  1. Balance? There could be increased accuracy and extra XP when attacking survivors with motorcycles.
  2. I admit not being able to see where you're going ould be a problem, but that's the point of recon. Plus, you can't enter buildings or Free Run with it. So no risk of flying into ruins. --Brainguard 17:06, 28 August 2009 (BST)
As with others, nice job coming up with this. However, I think you should really read pesatyel's comment. He thought of some pretty big problems. If you can address those problems then we might be getting somewhere.--GANG Giles Sednik CAPD 18:34, 28 August 2009 (BST)

Ok brain, heres the situation, UD isn't really big on the vehicle things... trust me I created a giant one a while back and I got basically no responses and those mentioned were all rants about my ideas. Vehicles are intresting but they seem kinda OOC for urban dead... (kinda like green zones) --Gat 19:37, 28 August 2009 (BST)

Oh, and there's one other issue. If you can move two squares but only see one... how will you even know there's debris in the way? Whoops, you just hit something you couldn't see before, here's a broken motorcycle and 10 damage. I just don't see a way to fix this, as extending viewing range is bad for both the server and in general gameplay-wise. --Bob Boberton TF / DW Littlemudkipsig.gif 19:41, 28 August 2009 (BST)

I got it! Instead of moving two spaces, you move 1 but there is only a 50% hance of using any AP. Roads with high debris amounts could appear differently on the map, maybe with different color or some other formattin change. --Brainguard 02:09, 30 August 2009 (BST)

Your suggestion is overpowered. 50% chance of moving for free? THAT'S INSANE DUDE! Read this. If you are lucky enough, you can explore the whole map without using a single AP. --Orange Talk 02:44, 30 August 2009 (BST)

Fine, it automatically uses an AP every 2 movements. How would it do that? It would log how many moves you've made since you got on the motorcycle (resets when you stow it in the Auto Shop or discard it). If the motorcycle was powered, it would only cost an AP every other movement. --Brainguard 03:12, 30 August 2009 (BST)

I didn't know we were done discussing this. Oh well. You at least attempted to fix the problem I brought up. So, if it automatically uses 1 AP every 2 movements, what about moving just 1 space? Also, for something like this, there is a difference between riding and pushing. Why would there really be any encumbrance at all?--Pesatyel 19:15, 30 August 2009 (BST)

Sorry, I don't think this would work. For starts, if we can have bikes, why not cars? Those questions aside, this is just an excuse to save AP when travelling. Sorry, buddy, but There Ain't No Such Thing As A Free Lunch. - Foxtrot 19:19, 30 August 2009 (BST)


Surrender

I surrender, please remove this suggestion for God's sake and put it out of its misery. --Brainguard 23:54, 30 August 2009 (BST)