Talk:Suggestions/24th-Sept-2006
Home made guns
Timestamp: | 11:43, 12 September 2006 (BST) |
Type: | new item/skill |
Scope: | A new, low powered gun. |
Description: | This suggestion deals with giving survivors the ability to use improvised guns. Being what they are, these guns are made rather than found by searching. In order to do so they first need to buy a new skill called gunsmith, which requires that they already know construction.
To make one of these pipe guns the character must be stood inside either a factory or a warehouse, where the required components are judged to be available. Making the gun itself requires 10 AP, and takes up 2 spaces in the characters inventory. If the survivor already has a pipe gun, there is no option to make another. Ammo for the gun can be made in the same places, and 1Ap automatically creates three rounds, each of which appears as a separate item in the characters inventory. Being an unrifled long arm, the pipe gun uses the same skills as the shotgun, with a base 5% chance to hit. The damage is 5, and it needs to be reloaded after every shot. This gives an average damage per AP of 1.625, or 1.3 if the target has a flak jacket. Compared to the other firearms, this weapon is less powerfull, but it means that you aren't tied to the malls, police departments or armouries, and it might help draw the game away from such locations a bit. Because the gun and ammo aren't found, this weapon will not alter the find rates for anything that currently exists within the game, including other firearms and their ammo. |
Votes
Can you indicate how this compares (numerically) with the other guns / attacks for survivors? --Funt Solo 11:50, 12 September 2006 (BST)
- Ok...
- Fire axe 1.2
- Knife 1.0
- Pistol 2.79, or 2.23 against flak jacket
- Shotgun 3.25, or 2.6 against flak jacket
- Pipe gun 1.625, or 1.3 against flak jacket
- These figures include reload times, but not time spent searching for ammo. The Mad Axeman 12:04, 12 September 2006 (BST)
- Ok, I'll expand upon this a bit. The figures quoated above assume that you are reloading the same gun, rather than using multiple guns. If you have lots of pistols to use, the average damage is 3.25. Shotguns raise to 6.5, but the pipe gun stays the same (1.625) because you can't have more than one. In such a situtation, this weapon is half as powerful as the pistol.
- Against a flak jacket these figures are 2.6 for the pistol, 5.2 for the shotgun and 1.3 for the pipe gun. The Mad Axeman 11:39, 15 September 2006 (BST)
No. 1 AP for 3 rounds is far too overpowered. Make it a 25% chance of success. Cyberbob Talk 12:00, 12 September 2006 (BST)
- But at that figure, would anybody use it? Given that you find pistol shots 6 at a time, and they work in a rather more powerful weapon, why waste time with this thing? Consider that against a flak, once you figure in manufacture times (as given intially) as well, you're only getting an average damage of 1.11 per AP as it stands. A fireaxe is better in the long run, the pipe gun just gives you a short term edge. At a 25% that falls to 0.78, less than a knife. That's pretty poor, especially when you consider that it takes 4 skills to get that good (Discounting construction, which you'd want to buy for other reasons), compared to only 2 for an axe. The Mad Axeman 12:17, 12 September 2006 (BST)
- I really like the idea - but the stats need work. A true alternative to the pistol or shotgun, with a good role-play mould - that sounds good to me. --Funt Solo 13:15, 12 September 2006 (BST)
- Ok. I'm willing to make adjustments. What don't you like about the stats I've got at the moment? I've designed them to fall half way between the guns and melee weapons, both it terms of power and convinience. Are you worried about the amount of ammo as well? The Mad Axeman 11:40, 13 September 2006 (BST)
- I really like the idea - but the stats need work. A true alternative to the pistol or shotgun, with a good role-play mould - that sounds good to me. --Funt Solo 13:15, 12 September 2006 (BST)
- I really don't like this idea! What's with all the NexusWar stuff lately? Karloth vois RR 14:57, 12 September 2006 (BST)
- Beats me, I've never played. The Mad Axeman 11:40, 13 September 2006 (BST)
I've got a question. How much ammo can the gun hold? --Grigori 02:32, 14 September 2006 (BST)
- One shot. It has to be reloaded after every blast. I see that as one of the balancing factors against the ease of getting hold of ammo. The Mad Axeman 12:10, 14 September 2006 (BST)
- All right thanks. I think I'll vote keep on this one, I really like the idea of something like a zip gun.--Grigori 22:37, 14 September 2006 (BST)
Don't have time to add more, but I'd require several skills to do this. The average person can't just make a gun, let alone ammo.--Pesatyel 01:57, 20 September 2006 (BST)
- Ok, so you feel that needing construction alone isn't enough? I had debated with myself as to whether or not to put it as part of the firearms tree, but had decided otherwise. Part of me felt it would need both... but no skill currently exists in the game that demands that someone know skills from more than one tree before they learn it. I guess the other option would be to make it a zombie hunter skill. Would any of those options please you? Or anyone else, for that mater. The Mad Axeman 11:59, 20 September 2006 (BST)
- What about having two skills, one to make the gun and one to make the ammo?--Pesatyel 08:22, 1 October 2006 (BST)
Struggle
Timestamp: | ThreeSided 23:48, 24 September 2006 (BST) |
Type: | Skill
scope: survivors and zombies, but is survivor skill. Description: This skill can be bought by survivors in Civilian skills. It makes a 25% percent chance that a zombie will be unseccessful if it trys to use feeding drag on you. NOTE: i have edited this to take away the tangleing grasp part cuz i think u kill guys are right... i shouldnt mess with tangle.
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Scope: | Who/what it affects |
Description: | Full description. Check spelling and be descriptive. |
Keep Votes
Insert keep votes here
Kill Votes
- Nah... Don't nerf tangling grasp. And besdies, with the grasp they only have 60% to hit, assuming they maxed the claws out. -Certified=InsaneUG 23:54, 24 September 2006 (BST)
- Kill- It's already hard enough to mantain grip as a zombie Drogmir 23:54, 24 September 2006 (BST)
- Killotron Has Spoken! - Don't nerf those poor zombies - they gnash in frustration enough as it is. --Funt Solo 00:00, 25 September 2006 (BST)
- Killify As the others. --Gold Blade 00:22, 25 September 2006 (BST)
- Kill You gave me an idea though... --MrAushvitz 02:27, 25 September 2006 (BST)
Spam/Dupe Votes
- Spam - don't nerf tangling grasp.--Gage 00:04, 25 September 2006 (BST)
- Spam If I understand correctly, you've editing this suggestion after voting has begun. Youronlyfriend 03:02, 25 September 2006 (BST)
Is this automatic or does the survivor have to spend AP struggling?--Pesatyel 08:19, 1 October 2006 (BST)