Suggestion talk:20100924 Scout Supplies

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Scout Supplies

Timestamp: Redoubt 22:33, 9 September 2010 (BST)
Type: New Skill
Scope: Survivors
Description:

(Added as a subset to the Military Skill "Scout SafeHouse")

As Kevan has introduce the new Scout Safehouse skill there has been some talk about the possible use for such a skill. Scout Safehouse requires the user to spend 31 AP to set and scout a safehouse which gives him 5 Extra AP per day in that building. Given that the skill requires such a large amount of AP, a subsequent skill can be added. This is where Scout Supplies comes in as a subset of Scout Safehouse: In a established safe house, a survivor has an increased chance of finding supplies because he knows the layout of the safehouse.

This should only increase the search probability by ~5-8%, as to not unbalance the game.

While there is always some concern with altering search probabilities, the large amount of AP expended and the ability of zombies to ruin a safehouse, thus requiring another 31AP, would make the establishment of a safehouse more worthwhile.

Discussion (Scout Supplies)

It doesn't actually give you 5AP a day. It just averages out to 5AP per day if you spend all 50 if your AP each day in your safehouse since it's a 10% chance per AP spent in the building to have it be free. Anyway, I'm a bit torn on the idea you present. I don't see the point in adding another skill to an already worthless one (Scout Safehouse is virtually useless to survivors, since it will rarely break even on the cost in dangerous areas, and it'll give you unnecessary AP in safe areas), but at the same time I don't want your idea to outright replace Scout Safehouse, since it's applicable in even less situations and locations than the current skill is (i.e. the current skill, while it rarely does pay off, at least has the potential to pay off in non-TRPs or in places where you aren't searching, whereas yours lacks even that). Aichon 23:07, 9 September 2010 (BST)

RE I agree that Scout Safehouse is quite useless in dangerous areas. However, what I'm suggesting would give the Scout safehouse skill some practical use by allowing for immediate increased search rates in the building. If my group is using a hospital deep in hostile territory as a safehouse while restoring a suburb, then scouting it the first day allows that every subsequent day I am alive, and it remains unruined, I benefit from the increased search percentage. It wouldn't take a week in one location for the scouting to be useful. In non-TRPs, the skill would be less useful, but as you said, Scout Safehouse is worthless as it is. || Redoubt 06:50, 10 September 2010 (BST)

I think this is a great idea. Increasing Search percentages would help some, especially since you already used so much AP for that safehouse to scout it.--TheWritingWriter 00:35, 10 September 2010 (BST)

Not a fan of the safehouse skill. I'm not sure there is much which can redeem it. This just reinforces the sit tight mentality which wont help survivors in the long run. - User:Whitehouse 00:45, 10 September 2010 (BST)