Suggestion talk:20091008 Dim Lights

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Screwing with Generators!

Timestamp: Cookies and Cream 12:52, 4 October 2009 (BST)
Type: Multiple
Scope: Everyone
Description: This is a multiple part sugestion.

Part 1: Different buildings have different Generator lasting times. I suggest: Offices 100 Hours; Necrotechs 60 hours; Hospitals 60 hours; Motels 100 hours; Schools 80 hours; Malls 40 hours; Forts 50 hours. If I have missed any, or you want different times, place in discussion.

Part 2: When the Generator gets on low fuel, the lights should dim and be less powerful, therefore reducing Search Rates and. Standing outside a Dim building would be: You can see dim lights flickering in the building. Inside would be: The lights are dim.

If you dont like it, FLAME IT!

Discussion (Screwing with Generators!)

I don't like the different fuel times, but I do like the idea of additional flavour text. Having the "dim lights" stuff when the generator is running low on fuel would be a nice touch. For hate's sake I spit my last breath at thee 13:18, 4 October 2009 (BST)

I agree with the above mentioned gentleman. --RosslessnessWant a Location Image? 13:25, 4 October 2009 (BST)
Great idea. Not so keen on the suggestion listed here, but Misanthropy's idea sounds like it'd be a quality change (I think this is the third time I've agreed with him in the last 48 hours...). Aichon 14:00, 4 October 2009 (BST)
Ditto to that; lower search rates are dumb, but more flavor and a bit of info sounds fine to me. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:25, 4 October 2009 (BST)

I think the argument is presuming that said buildings have everything running which they probably would not. Well, Necrotech buildings and hospitals maybe. But the people in the buildings would be minimal energy I'd imagine so "in game" that can be easy to explain why a generator has the same fuel span in all buildings. Other than that and, as others said, the "dim lights" part isn't bad.--Pesatyel 20:24, 4 October 2009 (BST)

There wouldn't be any machinery or special equipment that would justify the change in fuel times. Except possibly hospitals, due to the Surgery skill, and NTs, due to Syringe Manufacture. But the dim lights sounds great, but what kind of reduced search rates are you thinking of? As flavour text, it'd be a great addition, but reducing search rates may have opposition. --RahrahCome join the #party!20:31, 4 October 2009 (BST)

The differing fuel times doesn't really work considering that all the generators in Malton are portable generators that people have picked up from a mall or a factory, and presumably pretty standard. So the time doesn't really make sense. I definitely love the dim lights flavour text, though as said above the reduced search rates might be hard to pass. Personally, I wouldn't mind. --Maverick Talk - OBR Praise Knowledge! 404 09:52, 5 October 2009 (BST)

This would be an annoying game change and it doesn't even reflect the way generators work. A generator doesn't work like a battery, which has an amount of stored energy that depletes based on how much power you draw from it. Quite the opposite. A generator creates a steady supply of power until the fuel runs out. There wouldn't be different fuel times based on what's hooked up to the generator, because the fuel burns at the same rate and outputs the same amount of power either way.--GANG Giles Sednik CAPD 12:17, 5 October 2009 (BST)

This is silly and unnessesary. This would just hinder us. - ginger

I was thinking it would just be a 5% change in search rates for Dim lights. In response, to Giles "generator creates a steady supply of power until the fuel runs out idea, it's totally realistic that I can jump between building while carrying a generator, toolbox and 6 shotguns. or that, when approached by zombies wanting my flesh, that i will constantly be able to aim at the head, and that a Flak jacket even protects their head. Cookies and Cream 03:44, 6 October 2009 (BST)

What do your examples have to do with his? Even I gave a better argument against this suggestion. It isn't a battery that is strained for power in certain building requiring more than in others (NTs) and survivors, logically, would shut down all "non essential" parts of the building to conserve power meaning buildings that would "use more power" WOULDN'T be using it for that reason.--Pesatyel 07:43, 6 October 2009 (BST)

Meh, I can't be bothered to respond to my fail :). Anyway, what did you think of the 5% drop for Dim lights? Cookies and Cream 10:45, 6 October 2009 (BST)

Sorakairi and Pesatyel, you're not understanding a basic concept. You can't conserve generator power by unplugging things. The rate of fuel consumption is constant. This is like explaining the airplane-treadmill debate to someone who doesn't grasp that airflow over a wing provides lift.--GANG Giles Sednik CAPD 15:36, 6 October 2009 (BST)
I am understanding the argument. I was explaining other possible arguments in order to explain that THAT part of the suggestion is useless.--Pesatyel 02:22, 7 October 2009 (BST)

The lower search odds are just a bad idea in general. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:31, 7 October 2009 (BST)

Dim lights being visible from neighboring blocks (or even just outside) are a fairly significant boost to survivor information. If you're carrying a fuel can, you will be told where there is a need for it without having to go into the building -- boxy talkteh rulz 10:13 7 October 2009 (BST)

I liked part 2 so long as it would be visible from outside of the building and in adjacent buildings especially with a slightly lower find rate (like 10% reduction maximum). Part 1 sucks, keep the running time for gennies constant across all buildings. Make part 2 much more specific (how long until the lights dim, how much search rates would be reduced, what a dimly lit building would look like, etc.). --Papa Johnny 17:39, 7 October 2009 (BST)

Seeing "dim lights" outside a building is fine, but Boxy is right when he says that changing the minimap just gives away too much information. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:10, 7 October 2009 (BST)

No, it doesn't affect the Minimap. What I am saying is that, when a generator reaches the status "It has a little fuel left", the building switches to Dim Lights, which reduce the search rates by 5%. And is only viewable from next to or in the building. Either way I'm putting it up for voting as Dim Lights.Cookies and Cream 08:30, 8 October 2009 (BST)

If it's seen from "next to", then it does affect the minimap -- boxy talkteh rulz 08:45 8 October 2009 (BST)

Well, when a generator gets low on fuel it starts stuttering, and will likely cut out at inopportune times, requiring a restart, or causing whatever it's powering to recieve less than the usual current. While I don't agree it should drop search rates, I do support the flavor text. -KainYusanagi 13:34, 8 October 2009 (BST)