User talk:Labla/Degrading barricades

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Discussion (Decaying barricades)

Great idea. It'll have no impact at all on suburbs that are being hotly contested, but for suburbs that have been largely abandoned, it should help to make things easier for both sides, since new survivors will spawn there more often (they only spawn in VSB buildings) and newbie zombies will see VSB cades and know that they can actually have a hope of taking them down and getting inside. Plus, it'll avoid Fiddler's Green, as you said, meaning that entry points should be easier to find in those suburbs. Aichon 16:19, 16 January 2013 (UTC)

It may have been suggested before, I will eventually check. Also, welcome to Developing suggestions, feel free to ask any questions, and using the comments box on your edit to ask for help is always a genius move. Well played sir. --Rosslessness 17:42, 16 January 2013 (UTC)

It was suggested before, probably more than once e.g.: Suggestion:20091010_Barricades_Degrade_With_Time. Not sure if different rationale and better, more specific description is enaugh to not get duped. --Labla 18:20, 16 January 2013 (UTC)

I like the mechanic, but I would prefer something that actually reduced the playing area rather than (as this seems to) increasing it. There's a reason a number of suburbs are effectively abandoned, and it's because the player base has shrunk. Having new players spawn in useful but practically empty suburbs probably isn't the best thing. Bob Moncrief EBDW! 18:10, 16 January 2013 (UTC)

Same mechanic, just one ransack on top of that and new players won't spawn there. --Labla 18:55, 16 January 2013 (UTC)

out of box thinking I know, but how about any building with a repair cost above x, has all their barricades destroyed? The decay description could be modified to reflect this.--Rosslessness 19:15, 16 January 2013 (UTC)

So, you'd essentially wear down pinata barricades over time? Yeah, I could go for that as well. Aichon 19:37, 16 January 2013 (UTC)
I think the issue of overcading of repaired buildings in green(ish) suburbs is a bigger one that that of piñatas. Although I assume the suggestion as presented here would affect both equally. Bob Moncrief EBDW! 20:14, 16 January 2013 (UTC)
I believe the piñata is a viable tactic, and I don't wish to damage it, however, in my experience they're almost impossible to maintain. A single life cultist can easily break them down, so a high decay value wouldn't mess with them imo. As for green areas, it's more tricky. Maybe a "Maintain barricades" button for 0ap? A decay rate and description for cades? I just want to keep it simple. --Rosslessness 20:46, 16 January 2013 (UTC)
I wouldn't put in a "Maintain Barricades" button that doesn't seem to do anything. I'd just put in some flavor text along the lines of, "The building has been very heavily barricaded. The barricades are dusty after weeks of being untended and are starting to come apart." Something like that would tell people both what was causing the issue (leaving them alone for weeks) and how they can fix it (tend to them). Aichon 22:08, 16 January 2013 (UTC)

Hello!

  • Suggestion comments. The mechanism for barricade decay probably won't make sense. Sometimes it's okay to have things not make sense in Urban Dead, as long as it makes sense for it to not make sense. For example, the existence of zombies, revification syringes, magic self-surgery.
  • Other comments. The real problem with barricades is that they're boring. It's not gamemechanic-imbalanced (though arguably gamefun-imbalanced). Barricades prevent the two sides from interacting most of the time. Barricades don't interact with anything and they're not interactive. They don't come back to shoot you after you break them down, nor do they rise up to bite you from under your feet. They don't say anything, and they don't move. They block zombies from eating survivors and survivors from being eaten by zombies. The main excitement of the game is the two sides interacting.

Barricades are boring. I don't have a solution.--  AHLGTG THE END IS NIGH! 19:43, 16 January 2013 (UTC)