Talk:Suggestions/12th-Feb-2007: Difference between revisions
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Latest revision as of 22:50, 2 May 2011
Air-Borne Pathogens
Timestamp: | ShadowScope 17:30, 12 February 2007 (UTC) |
Type: | Zombie Tactical Resource Point |
Scope: | Zombies |
Description: | Isn't NecroTech supposed to be the ones who started the zombie plague, you know...bad guys? You wouldn't know that with the revive syringes that lies around NecroTech. This suggestion remedies that...
You see, secret elements of NecroTech has secretly plotted the creation of the zombie plague by installing certain Air-Borne Pathogeon factories in key parts of NecroTech. These Air-Borne Pathogeon Factories has however been shut down...but now other people are starting to see it...and fear it. In every suburb, there is an ABP. It is located in a building with a door. It will not be located in NecroTech buildings or in malls (to get away from a mall-centric and NT-centric gameplay). I prefer it to be placed in buildings that are not TRPs, to provide use for those buildings...but they don't have to be. You see a small container that is attached to the walls of the building. It is not activated. It has the NecroTech logo on it. When zombies ransack the building, the descirption of the building changes to: You see a small but damaged container that is attached to the walls of the building. It is releasing some foul gas, and you do feel some sickness from breathing it. It has the NecroTech logo on it. If you repair the building, the container is repaired. Basically, when the container is "activated", by ransacking the building with the ABP Factory, then all the zombies in the suburbs receive a buff. This allows them to make it easier for them to destroy the suburb, making the zombies want to play the game. This I do not know what I would choose for the buff, but I'm thinking EITHER: 1. All Zombies get Flak-Jacket like protection. (This is due to tough skin provided by the ABP) 2. All attacks on Zombies (or just all firearm attacks on zombies) get decreased by 5%. (This is due to high reflexes by the ABP). I need help in determining what to choose. This is very simple and easy to implement, and I hope people will like it--ShadowScope 17:30, 12 February 2007 (UTC) |
Discussion
Why just a decrease for firearm attacks? It is a lot easier to avoid an axe, because the person has to be close to you, and the axe does not move as fast a bullet. It would make more sense to have a 5% lower chance for all attacks, but because of the negative effects of the air-borne pathogen on the survivors, not because of the positive effects on the zombies. Flak jacket protection seems like a good idea, however; since most survivors (that kill zombies a lot) assume that any zombie they attack will have a flak jacket, it doesn't really change much, as long as it doesn't stack with normal flak jackets.
On to the area of effects ... It would make more sense for the buff to be given to any zombie who is within a block of the factory, and for the buff to continue for, say, 50-100AP (one to two days). This would prevent zombies from getting the buff for free (all zombies in suburb effected), and could lead to interesting dynamics during attacks (the groups of zombies occasionally leaving the attack to rebuff, or small groups of zombies splitting off to rebuff. --Saluton 02:00, 13 February 2007 (UTC)
See the Zombie Resource Point discussion below. This is just a repeat of that entry with a flavoured name.
I would rather some kind of offensive buff rather than a defensive one. A defensive buff would provide too great a benefit to those defending the Resource Point from survivors (as survivors would have to spend a greater number of AP to shift them). Also, I believe that the survivors should have some reason other than removing the zombie buff to take the resource point - a minor survivor buff resulting from the presence of a fueled genny would make the Resource point a much more contested location. –Ray Vern phz •T 12:25, 13 February 2007 (UTC)
- Not really an argument, but it should be noted that a location can be both ransacked AND powered. The above comment could lead to an odd (if likely short lived) situation where both zombies and survivors benefit from the building. Which may not be a bad thing. --S.Wiers X:00 15:47, 13 February 2007 (UTC)
- Not really arguing. Merely making a comment and stating a preference. I realise that a genny can be running in a ransacked building. That's part of the point - A survivor can spend the AP required to set up and run a genny prior to trying to retake the building. Their investment of AP makes it easier for other survivors involved in the retake attempt (depending on the buff they get due to the presence of the genny). –Ray Vern phz •T 09:25, 26 February 2007 (UTC)