Talk:Suggestions/14th-Dec-2006

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New Fence Rules

Not bad. I'm not so sure about the Free Running part though. Personally speaking, I think the skill makes getting around too easy (but THAT is another discussion). The only other thing I can think of, right now, is needing something to repair the fence with (ie. searching for fence repairing materials).--Pesatyel 19:43, 10 December 2006 (UTC)

I figure it's a junkyard - plenty of material to fix a fence with. I don't want to go down the road of another item, expecially such a niche-use one. I mean, people don't have to search for all the stuff they use to barricade with. The 2AP is meant to reflect the trouble required to both find material and then patch up the hole, whilst also being a game device. Plus, I'm trying to keep things simple on this one. One (user) action to repair, one action to cut or rend open. --Funt Solo Scotland flag.JPG 20:27, 10 December 2006 (UTC)
Sure. Just wanted to throw that out there since I believe it would come up in voting. The idea of Free Running into junkyards still bugs me (but then it always did...).--Pesatyel 22:29, 10 December 2006 (UTC)
Cheers for the feedback. I'm not going to shake the Free Running tree, though - no doubt heavy objects would land on my head if I did. --Funt Solo Scotland flag.JPG 23:43, 10 December 2006 (UTC)
Heh, not saying you should. Free Running is a discussion for another day (once all the stuff below dies down).--Pesatyel 02:46, 11 December 2006 (UTC)
It seems reasonable...but I don't quite get why you want to make it cost 2 AP when a zombie can break it down for the same amount of AP as one level of barricades (which costs 1 AP). -- Ashnazg 0640, 11 December 2006 (GMT)
It makes sense to me. If you think about it, it's more than likely going to take 3-4 AP to take down that one level of fencing (on average). I've had times where it's taken me 7 attempts to knock down that last level of cades, even with my claws maxed out.--_Vic D'Amato__Dead vs Blue_ 07:07, 11 December 2006 (UTC)
Your also forgetting that survivors can not only Free Run in, but get through with only 1 AP using wirecutters.--Pesatyel 07:10, 11 December 2006 (UTC)
And grief everyone inside, and make those 2AP spent by someone else a waste.--_Vic D'Amato__Dead vs Blue_ 07:12, 11 December 2006 (UTC)
Yes, a griefer (in this instance) is far more powerful than a zombie (who has to roll with the chances of the RNG). But then the ability to create an almost impenetrable force-field, is cheap at 2AP. Think about GKers - they destroy a generator for a handful of AP - but how much did it cost to set up and fuel that gennie? A lot more, I think. That's (Malton) life. --Funt Solo Scotland flag.JPG 10:02, 11 December 2006 (UTC)

Something else I was thinking about. Is a person in the Junkyard (for example) square considered INSIDE the fence if they are not inside the building?--Pesatyel 07:10, 11 December 2006 (UTC)

I would assume not. I don't think they are currently, this shouldn't change things on that front.--_Vic D'Amato__Dead vs Blue_ 07:12, 11 December 2006 (UTC)

Great idea. I would keep on this in a heartbeat. It finally gives the wirecutters a use again, and it isn't too powerful like most suggestions of this type. --Reaper with no name TJ! 00:13, 12 December 2006 (UTC)

I think the point of my previous comment was missed...what I'm saying is that this is supposed to be (at most) as effective as a level of barricades. So why does it cost twice as much AP? -- Ashnazg 1725, 12 December 2006 (GMT)

Hrmn - I think you're missing the point - this is FAR MORE EFFECTIVE than a single level of barricades. It stops anyone from entering. Anyone at all. Whatever the barricade level. It's immune to damage from low level zombies without the requisite skill, and it's immune to damage from any survivor without wirecutters. That sort of immunity has got to cost something - and 2AP seems like a reasonable cost. --Funt Solo Scotland flag.JPG 15:42, 12 December 2006 (UTC)
Hmm...I missed the part about "no access from the street". However, that makes me wonder whether this will create more problems for survivors than zombies, which normally can't enter a barricaded building in any case. I mean, a zombie won't need to be at extremely high level to get this skill, in which case to zombies this is essentially another level of barricades. But to survivors without Free Running or in areas with overbarricaded entry points, this may just be making problems for them... Ashnazg 0656, 13 December 2006 (GMT)
I take your point. It's all pros and cons with this, which is what I like about it so much. Survivors would learn to not rely on junkyards as safe entry points, and also they'd learn to carry a pair of wirecutters at all times. From a zombie perspective, that's a good thing - the more miscellaneous items a survivor carries, the less guns and bullets they have. The bonus to the survivor population is a place that is immune from low-level feral undead, and also a skill that zombies might buy (Rend Metal) that stops them getting another skill to hurt survivors with. The question is - is all this worth it? Does it add or detract from the game? --Funt Solo Scotland flag.JPG 09:29, 13 December 2006 (UTC)