User:BobBoberton/Suggestions/MultiDump
Feel free to add your commentary to the end.
Multi-Dump
Timestamp: Bob Boberton TF / DW 20:41, 26 October 2009 (BST) |
Type: UI change |
Scope: Survivors/Dead bodies |
Description: Currently, bodies are dumped one at a time, for one AP. This proposal changes the "dump [a/the] body outside" action choice to "dump the [body/bodies] outside (<COST> AP)." Effectively, you still pay one AP per body to dump them outside, but you can dump all bodies with one button press and save several IP hits in the process. Alternative: It still costs an IP hit per body, but consolidates multiple dumps into one button press. This makes building recovery more consistent, as repairing a building functions in this way at present.
Possible Issues:
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Discussion (Multi-Dump)
So similar to the old Dumping Bodies? --RosslessnessWant a Location Image? 20:42, 26 October 2009 (UTC)
- Sort of, except (AP cost = number of bodies), not "one AP to dump all of them." --Bob Boberton TF / DW 20:54, 26 October 2009 (BST)
Nerfs parachuting to buff survivors for no credible reason. -- . . <== DDR Approved Editor 20:45, 26 October 2009 (UTC)
- Howzat? This is a change from "press this button a couple times" to "press it once." It's primarily intended to be a UI change, not a mechanics one. --Bob Boberton TF / DW 20:54, 26 October 2009 (BST)
- I fear it will never pass, because it would open the floodgates to other suggestions, runniing, firing 6 bullets at the same time, speed cading etc. --RosslessnessWant a Location Image? 20:56, 26 October 2009 (UTC)
- I'm fine with it not passing. I'm just more interested in making building reclamation less of a click-fest when there are piles of smelly bodies all over the place. --Bob Boberton TF / DW 20:59, 26 October 2009 (BST)
- You step into your safehouse with one AP, me and my friend (Death Cultist B) are shooting each other/dying of an infection. You stay logged in with your 1 AP and see when we both die and appear as bodies. Normally you could only dump one of us, under your proposal you could dump 10,000 of us. If you can go into negative AP with this activity, which has clear tactical advantages, why can't I have a button that shoots all my guns until I run out of ammo and sets me at the appropriate negative AP? -- . . <== DDR Approved Editor 21:00, 26 October 2009 (UTC)
- Why do building repairs allow for negative AP? --Bob Boberton TF / DW 21:01, 26 October 2009 (BST)
- Because otherwise repairs over 50 wouldn't be able to repaired. Buildings with over 50 bodies can be cleared. Basic logic. -- . . <== DDR Approved Editor 21:02, 26 October 2009 (UTC)
- Massive repairs could've been made to drain you to zero AP while not completely annulling the cost of the repair. However, they weren't designed that way. --Bob Boberton TF / DW 21:04, 26 October 2009 (BST)
- Bodies weren't designed to be dumped in multiple either. Want to make it less of a click-fest? Don't dump them, bodies don't block repairs, or ruins for that matter, just accept the consequences for not performing the actions that everyone else has to. There's also the major 'Times it by a thousand' argument of Forts in this, which could have a player into -1000AP.... -- . . <== DDR Approved Editor 21:08, 26 October 2009 (UTC)
- Ah, forgot the fort one. You have to move with that action, and since players aren't some kind of super(wo)men (debatable I know but stick with me here), you'd have to drag them individually. Basically, I'm looking to draw body dumping in line with how building repairs are handled, which had two options: One, this side of it (change body dumping); Two, change building repair. The second is quite dupish, though. Hence, I suggest the other. Consistency, is all. --Bob Boberton TF / DW 21:11, 26 October 2009 (BST)
- Unlike ruins though, this specifically affects other players, players who have a hard enough time as it is getting through cades, they don't need to be shot by you until you have 1AP and can then be safe in the knowledge that you can clear all the non-risen zombies due to the ability to go into negative AP, an ability that zombies don't have, we can't claw into negative AP, or ruin for that matter. If you're saying that things should be brought into line with repairs, surely you should start with the zombie analogue of ruining the building to begin with. -- . . <== DDR Approved Editor 21:19, 26 October 2009 (UTC)
- A simple ?rise at the right time can cost a survivor quite a bit of AP to undo, will usually send a zombie into negative AP, and can be used to keep a building ruined or the cades down (via interference). It's not a true analogue, admittedly, but it's the obvious zombie ability that can disrupt survivor plans in a hurry, just as you're proposing his suggestion would do to zombies. I can't speak towards forts though, since I'm still a bit hazy on some of the mechanics involved. —Aichon— 21:26, 26 October 2009 (UTC)
- Unlike ruins though, this specifically affects other players, players who have a hard enough time as it is getting through cades, they don't need to be shot by you until you have 1AP and can then be safe in the knowledge that you can clear all the non-risen zombies due to the ability to go into negative AP, an ability that zombies don't have, we can't claw into negative AP, or ruin for that matter. If you're saying that things should be brought into line with repairs, surely you should start with the zombie analogue of ruining the building to begin with. -- . . <== DDR Approved Editor 21:19, 26 October 2009 (UTC)
- Ah, forgot the fort one. You have to move with that action, and since players aren't some kind of super(wo)men (debatable I know but stick with me here), you'd have to drag them individually. Basically, I'm looking to draw body dumping in line with how building repairs are handled, which had two options: One, this side of it (change body dumping); Two, change building repair. The second is quite dupish, though. Hence, I suggest the other. Consistency, is all. --Bob Boberton TF / DW 21:11, 26 October 2009 (BST)
- Bodies weren't designed to be dumped in multiple either. Want to make it less of a click-fest? Don't dump them, bodies don't block repairs, or ruins for that matter, just accept the consequences for not performing the actions that everyone else has to. There's also the major 'Times it by a thousand' argument of Forts in this, which could have a player into -1000AP.... -- . . <== DDR Approved Editor 21:08, 26 October 2009 (UTC)
- Massive repairs could've been made to drain you to zero AP while not completely annulling the cost of the repair. However, they weren't designed that way. --Bob Boberton TF / DW 21:04, 26 October 2009 (BST)
- Because otherwise repairs over 50 wouldn't be able to repaired. Buildings with over 50 bodies can be cleared. Basic logic. -- . . <== DDR Approved Editor 21:02, 26 October 2009 (UTC)
- Why do building repairs allow for negative AP? --Bob Boberton TF / DW 21:01, 26 October 2009 (BST)
- I fear it will never pass, because it would open the floodgates to other suggestions, runniing, firing 6 bullets at the same time, speed cading etc. --RosslessnessWant a Location Image? 20:56, 26 October 2009 (UTC)
I'd be in favor of it as it is, though I'd prefer that it not allow negative AP. Then again, I don't like negative AP anyway and think it should be done away with (e.g. partial repairs, not allowing negative AP for rising, syringes, or reviving, etc.). —Aichon— 21:15, 26 October 2009 (UTC)
What about just doing it in clumps of 5?--Pesatyel 02:29, 27 October 2009 (UTC)
I'm glad you have to click for every body you dump as it is. In a real-time situation, it means you take longer to clear a room, so more zombies might get in while you're trying to clean up and re-'cade. It might not be too relevant otherwise, but if we're both active, it gives you an advantage to do what you're proposing.--Necrofeelinya 06:42, 27 October 2009 (UTC)