Suggestions/23rd-Apr-2007
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
Riot Squad(revised)
Suggestion altered after voting began. Moved to discussion page.--Pesatyel 06:09, 23 April 2007 (BST)
Necrotech Syringe Hack
Removed by author for alteration / re-submission. --Seb_WiersctdpImagine 23:47, 23 April 2007 (BST)
Toolkit Revision 1
Timestamp: | Seventythree 17:39, 23 April 2007 (BST) |
Type: | One new item, Two new skills |
Scope: | Survivors |
Description: | Ok, I got a lot of criticism for the last time I put this suggestion on for it's ability to repair barricades. I looked at the evidence, and they had a point. Here is the new, revised suggestion for you to pore over.
The Toolkit takes up 10% encumbrance - Infinite uses. Found in mall hardware stores 5%, Factories 3%, Warehouses 3% Auto repair shops 2% and junkyards 1%. You can use the toolkit to repair a broken generator 1 level of damage for 1 AP. This appears as a button marked repair generator next to a damaged generator. This requires Engineering, a sub skill of Construction. There is a 50% chance that your repair attempt will succeed (you have repaired the generator slightly). There is a 47% chance that your repair will fail, but will not damage the generator. There is a 1% Chance that you break the generator completely (You groan in Dismay as the drill you are using goes straight through the sensitive workings of the generator. It is now destroyed) and a 2% chance that you break open the fuel reservoir, losing any fuel left in the generator. (Your screwdriver goes through the fuel reservoir; the generator now has no fuel). If you pierce the generator, it is counted as a failed repair attempt. If you take an additional skill (electrician, under the construction menu) you can attempt to repair damage done to a radio Transmitter as long as you have a toolkit. You repair radio transmitters by clicking on the repair radio button that appears next to any damaged radio transmitter for 1 AP (as long, as of corse you have the toolkit and the electrician skill) Radios are not destroyed by your tinkering. In an unpowered building you have a 50% chance of fixing the Radio Transmitter. In a powered building you have a 75% chance of fixing the radio transmitter by 1 point of damage. (this, of course reflects the rather delicate nature of work taken to repair a transmitter, with soldering irons and such). |
Keep Votes
- Author Keep Hope this works better--Seventythree 17:39, 23 April 2007 (BST)
- Change Perhaps make it harder in an unlit building.--Slayerofmuffins 17:47, 23 April 2007 (BST)
- Keep Personally I would like slightly higher AP costs and different percentages but these sort of suggestions almost always need calibrating in game anyway. The mechanics seem sound and interesting and that is the important bit in this case.--Vista 18:12, 23 April 2007 (BST)
- Keep - i voted keep even before you adjusted it, how can i not support it now, when my grumble was heard? --Duke Garland 18:18, 23 April 2007 (BST)
- Keep meh ... still --Da Axe Man 18:36, 23 April 2007
- Keep - You swear violently as the generator catches fire --Preasure 19:00, 23 April 2007 (BST)
- Keep Nice revision. I'd suggest both repair abilities be under one skill, that a critical failure should maybe just take the generator down one level instead of destroying it utterly, that maybe it should take two AP (this needs to be balanced against average AP cost to take a generator down a level) and that some possible questions be addressed, like does repairing give you XP (probably not) and can you repair a totally destroyed item (no, or else nobody would ever have to find one again). But those are minor tweaks to a very solid suggestion. --Rasi 15:17, 23 April 2007 (EST)
- RE: to awnser your question, no, repairing a generator does not gain you XP, as not to overpower the skill. Im sure if this suggestion is implemented the AP cost may well be increased, however, as I don't have the energy to take this all the way back to suggestions to change again for such a small thing, we can just assume it'l probably be changed if it's implemented, and no, you can't repair a totaly damged generator. It just joins the ever present layer of debris that scatters the building it was in.--Seventythree 20:45, 23 April 2007 (BST) (poor spelling edit)--Seventythree 20:47, 23 April 2007 (BST)
- Keep - This sounds pretty cool. It also looks as if a lot of thought was put into it.--Humuhumuhumu...Ted 21:05, 23 April 2007 (BST)
- Yep. Quite a bit. That reminds me, thanks to everyone else who helped with their constructive criticism last time round.--Seventythree 22:23, 23 April 2007 (BST)
- Keep - It's much better this way. - JedazΣT MC ΞD GIS S! 22:06, 23 April 2007 (GMT)
- Keep - Hell ya!--Canuhearmenow Hunt! 23:53, 23 April 2007 (BST)
- Keep - Again --Heretic144 01:04, 24 April 2007 (BST)
- Keep - I like it. Maybe throw in the ability to patch up the holes in junkyards :D --Chief Inspector 20m813 (MPD) 01:39, 24 April 2007 (BST)
- Keep - The only way this could get better is if it somehow involved duct tape. --Uncle Bill 03:55, 24 April 2007 (BST)
- Keep - I haven't really decided whether I like the chance of breaking or de-fueling the generator. We don't have shotguns that explode in your face or accidentally hit the person next to the one you're aiming at for the simple reason that it makes the game-play simpler and more fun. However, I do still quite like the flavour so I'm still voting keep. With reference to Uncle Bill's duct tape dilemma: "Searching the building you find a toolkit. Among other useful things, it contains duct tape." Would that do the trick? --Belmond zoo 06:30, 24 April 2007 (BST)
- Good Karma - This suggestion brings balance. You can attack the generator, or fix it, just as you can attack people, or heal them.--Lachryma☭ 06:39, 24 April 2007 (BST)
- Keep I like it. Maybe the repair % could be a little lower though. It should be at least as hard to fix a generator as it is to damage it. --Jon Pyre 06:40, 24 April 2007 (BST)
- Keep - This rev is much better than the last one. Worthy of my vote. --Ducis DuxSlothTalk 08:56, 24 April 2007 (BST)
- Good first, better second. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:50, 24 April 2007 (BST)
- Ding dong! (as above) --Funt Solo 15:07, 24 April 2007 (BST)
- Keep - Loving your work. --The Hierophant. 15:58, 24 April 2007.
- Keep - I said it before, and will say it again: GK'ing is to easy. - BzAli 18:55, 24 April 2007 (BST)
- keep make the benefit lower for powered buildings (say an extra 5%) and i'm hooked. Mattiator 01:26, 25 April 2007 (BST)
Kill Votes
- Kill - Again, its not as easy to fix a complex item as damage it. By the above suggestion, it is actually easier to REPAIR a damaged radio transmitter (in powered building) than smash one. I propose a little race; I'll bring a hammer, you bring a full toolkit, and we'll both "work" on your computer... --Seb_WiersctdpImagine 23:52, 23 April 2007 (BST)
- RE To be honest, with the peice of crap I have to use, you'd be doing me a favour.--Seventythree 09:56, 24 April 2007 (BST)
- Kill -Seroiusly, you basically just weakened it severely when it was already underpowered. A:swieres, with th chances of damge, it IS harder to repair than to destroy. What if you removed the chance of damging the generator/radio, make the two skills into one, increase the search odds, decrease the encumbrance to 2%. and to balance all those changes, make it one-use-only? --AlexanderRM 02:15, 25 April 2007 (BST)
- RE Ok, firstly, when you are repairing the generator, there is a possibility that it will mess up for the same reason that there is a possiblity that you will miss with a gun - No-one is perfect. It is two separate skills as the kind of skill that is required to fix a mechanical device is very different from the kind of skills required to fix an electronic device. And I won't be turning the toolkit into a one use item, because they just arent. When you put a bunch of shelves up, you don't have to chuck out the toolkit and buy a new one to fix the lawnmower. I also won't be turning it into a 2% encumbrance item as that would mean it was as bulkiy and as heavy as a shotgun shell. Hope i've awnsered some of your questions. --Seventythree 08:37, 25 April 2007 (BST)
- RE Ok, firstly, when you are repairing the generator, there is a possibility that it will mess up for the same reason that there is a possiblity that you will miss with a gun - No-one is perfect. It is two separate skills as the kind of skill that is required to fix a mechanical device is very different from the kind of skills required to fix an electronic device. And I won't be turning the toolkit into a one use item, because they just arent. When you put a bunch of shelves up, you don't have to chuck out the toolkit and buy a new one to fix the lawnmower. I also won't be turning it into a 2% encumbrance item as that would mean it was as bulkiy and as heavy as a shotgun shell. Hope i've awnsered some of your questions. --Seventythree 08:37, 25 April 2007 (BST)
Spam/Dupe Votes
Spam/Dupe Votes here