Suggestion:20070610 Power sub station: Difference between revisions

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Latest revision as of 11:02, 3 March 2009

Nospam.gif Spam!
This suggestion was voted as spam and closed for voting, with 0 keep, 6 kill, and 10 spam votes.


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20070610 Power sub station

Lighterdark 05:54, 10 June 2007 (BST)

Suggestion type
improvement

Suggestion scope
applies to suburbs

Suggestion description
Power sub station A area outside with a flimsy chain link fence. Works if power plant is up, if the station is running it may power one suburb and a running sub station is able to be spotted by zombies by the hum of the power lines. The system can be destroyed easily. 10% chance for zombies to be shocked when destroying the sub station. if you are shocked it does a random damage 1-10 [EDIT]

Generators go to standby mode when power is restored buildings lights may be turned off by a switch 1 AP When lights are out zombies can still hear the hum of power being used if a power device is inside. If a sub station is destroyed all the power is knocked out and portable generators power up Adding this will make a new fun element to the game

possible to also add repair skill to repair system 10% chance to be shocked when repairing. All things on the list may be removed or be kept the same depending on what people like

Also another thought is to add a 15% chance that generators short out because of a power overload.

please know the building can be destroyed quick because of the flimsy chain link fence making it very hard to keep up making this a challenge to keep online for survivors

300px-Electrical Substation.JPG

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes


Kill Votes

  1. Kill - Whoa! Slow down there buddy, way overpowered. 20 damage? One building or item(I don't remember seeing it specified) adding power to a whole suburb? Not only would this make it x times harder for zombies to take a suburb it messes with revives, specifically it powers every NT without being forced to search for generators which would make it easier to take or hold them. --karek 06:19, 10 June 2007 (BST)
    Ok, either putting it up while I came here and just repeatedly changing it without preview or editing after suggesting, whatever. Anyway more issue, chainlink fences are actually better than barricades or doors due to the need for wirecutter which zombies can't use. And if everything on the list can be removed this really isn't much of a suggestion. Try the suggestions talk page, people will usually help you refine your suggestion.--karek 06:38, 10 June 2007 (BST)
  2. Kill - Thanks for clearing that up a bit. Now the reason it still gets a kill is it makes things much ahrder on zombies than it already is. Hell, we still have an insta-kill weapon (even if it isn't cost effective) against zombies, and now an entire 'burb powered because of one lousy building? And then if it goes out, there is still a chance that half the 'burb could still be powered? All this does is turn that spot into another mall like target (in the fact that they'd be constantly be fought over to the point where it'd just get really annoying). It was a nice try for your first suggestion. A dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 06:43, 10 June 2007 (BST)
    I'm new to wikis so I don't know anything I don't want to cause any problems. I was also trying to say its easy to break in i want it to be a balanced suggestion for both survivors and zombies.--User:lighterdark 10:45, 10 June 2007 (PST)
  3. Kill Overpowered. If you're new to all this, may I suggest that you keep an eye on things, look at what other people do when they suggest and use the talk page. You could also contact people on their talk pages and ask them questions.--Seventythree 00:44, 11 June 2007 (BST)
  4. Change Drop everything but the "powering the suburb" part. Make sure they are high maintenance. --Secruss 03:52, 11 June 2007 (BST)
  5. Kill - As the others, but less spammy. --ZombieSlay3rSig.pngT 16:27, 11 June 2007 (BST)
  6. Kill/Change Way over powered. I say that if it only powers up ungenny'ed buildings and does not effect buildings with generators in them then that would be just fine, but as stated above, nerfing generators while it stays on then when it is deactivated gennys all come back on? Way too powerful. Imagine trying to take out an NT as a zombie, with people doing combat revives and head shotting you. You finally destroy the powerplant.... and the generator kicks on. Way too overpowered.--Casthewiz 16:48, 11, June 2007


Spam/Dupe Votes

  1. Spam Your writing is unintelligible and I'm not going to the effort to interpret it. Also, the particulars seem hazy. --Magentaine 07:53, 10 June 2007 (BST)
  2. Dupie - it's One of those, i believe. I would select better fitting one if you would write clearly... --Duke GarlandTLCD SSZ 08:49, 10 June 2007 (BST)
  3. Spam - Does anyone here read "Pearls Before Swine"? If not, what you need to know is that there are a fraternity of crocodiles that sound just like how this paragraph was written... --Charley C. 16:46, 10 June 2007 (BST)
  4. Spam ~m T! 19:04, 10 June 2007 (BST)
  5. Spam - As Charley and Magentaine. --Hhal 19:08, 10 June 2007 (BST)
  6. Spam - What? --User:Axe27/Sig 19:28, 10 June 2007 (BST)
  7. Spam - Please read all the help that is available before jumping right in with a suggestion. It's all there on a plate. armareum 21:48, 10 June 2007 (BST)
  8. Spam/Dupe - There are already power stations in Malton -- boxy T L ZS Nuts2U DA 04:17, 11 June 2007 (BST)
  9. Spam - You need to work on your wording, it sucks (Argentine guy here). Also, it's way overpowered, ilogic and, may I say, stupid: a switch that turns power ON/OFF for 1 AP will create battles inside that are only about switching the station ON/OFF... --Matthew Fahrenheit YRCT+1 22:20, 11 June 2007 (BST)
  10. spam As everybody else has allready said. - BzAli 11:18, 12 June 2007 (BST)



  • EVEN though, this is was voted down and closed, I would definitely vote "keep" . Zombies control most of malton and i saw LOTS of suburbs turn red. Just take away the switch. This idea is really good. I know that you will disagree with be but i dont really care. -- Piskus99 23:33, 28 July 2008 (BST)