Talk:Suggestions/20th-Dec-2006

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Maintenance: Generator Set Up Skill

Timestamp: Jon Pyre 07:04, 20 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: You know how to ideally set up a generator and can install it the circuit breaker room, where cramped conditions, numerous pipes and wires make it 30% harder to destroy with a melee weapon or gun. A zombie has no difficulty just grabbing it and breaking it through sheer brute strength though, their hand attacks are unaffected. For those that simply want to turn off the power wirecutters would be able to turn off power and waste all current fuel at the current % rate of generator destruction, except leave the generator intact.

Discussion Not sur GKers are that much of a problem but it seems OK and I suppose it would give me something to spend a few XP on. --Honestmistake 08:03, 20 December 2006 (UTC)

  • GKers aren't a huge problem, after all, they're just eliminating a bonus you don't absolutely need. So it's a minor defense against a minor problem. Just something to address thw fact it takes five or six AP to destroy a generator and about forty to get one running. --Jon Pyre 09:00, 20 December 2006 (UTC)
  • Another problem that doesn't need fixed. --Funt Solo Scotland flag.JPG 09:41, 20 December 2006 (UTC)
  • Why would zombies be immune from this suggestion? I would think a survivor bent on sabotage would have a better chance of doing so than a zombie whose natural instinct is to seek meat, not the unrewarding feel of claw against steel.--Nosimplehiway 12:58, 20 December 2006 (UTC)
  • It's surrounded by pipes and wires. Kind of hard to swing an axe with any force or shoot a gun without hitting something else. Nothing prevents you from personally stepping up close and just grabbing it though --Jon Pyre 14:48, 20 December 2006 (UTC)
  • Its a huge and unneeded nerf to Gkers. Whats next? Radios protected with energy shields? This gets my Spam vote. --Grim s-Mod U! 21:04, 21 December 2006 (UTC)