Suggestion:20071220 Bank Vault: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
({{Rejected}})
 
No edit summary
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
<noinclude>
<noinclude>
{{Rejected}}
{{Rejected|Buildings}}
{{Suggestion Navigation}}
{{Suggestion Navigation}}
{{TOCright}}
{{TOCright}}

Latest revision as of 05:12, 8 August 2011


Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Rejected.


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


20071220 Bank Vault

Lucile 07:33, 20 December 2007 (UTC)

Suggestion type
Trade/Storage.

Suggestion scope
Survivors, esp. coordinated groups.

Suggestion description
Bank vaults would be complex storage units. They would only function in powered banks. Vaults would exist in three states. The default state is Sealed. When a vault is unsealed, it steps down to Closed. The final state is Open, in which the vault can be accessed.

Vaults would be displayed with the following text:

  • Powered Bank: "There is a vault in the back. It is functioning, and both the electronic lock and the heavy door's gearbox are operating. It is Sealed/Closed/Open.
  • Unpowered Bank: "There is a vault in the back. The blackout has caused it to lock down."
  • Ransacked Bank: "There is a vault in the back. The blackout has locked it down, and its machinery and electronic controls are badly damaged."


Sealed vaults would require that a puzzle be solved. The puzzle would be initiated by a button marked 'Crack' displayed below the vault description text. Initiating the puzzle would cost 1 AP. The puzzle would be a quasirandom game of tic-tac-toe. Each move would cost 1 AP. If the RNG gets three marks in a row, the vault remains Sealed. If the result is a cat's game, and neither side can win, the vault remains Sealed. Should the player win, the vault would shift from Sealed to Closed. A 'Cancel' button would be placed below the game board. Canceling would cost 0 AP.

Closed vaults need to be opened. The gearbox of the heavy door allows it to be opened manually; there would be a random chance of approximately 20% to successfully open the vault door, though this chance would not be indicated on-screen. Vaults would remain in the 'Closed' state for four hours before reverting back to 'Sealed'.

Opened vaults manifest as a drop-down list of items not unlike a player's inventory. Beside it would be a 'Remove' button that would, for 1 AP, remove the selected item to the player's inventory. A 'Place' button would appear beside the player's 'Drop' button. Using it would allow the player to place an item in the vault for the cost of 1 AP. The vault's capacity would be double that of a player. Vaults are only open for the players that open them. While 'Sealed' is a global status, 'Open' is locked to the player that performed it, and the vault would be closed to them again the next time they performed any action other than placing or removing an item. Multiple players can access the vault at the same time, however.

Zerging would be mitigated in a way similar to the observed system that already exists for multi-abuse. Any instance of different characters on the same IP attempting to access the same vault would result in an autofail or autoban. There are likely other precautions already in place that could be tweaked to apply.

As a final note, ransacking a bank would destroy any items being stored. This gives zombies a very, very tasty target. The nature of the concept is that it serves not to give survivors an advantage, but rather a way for organized groups to trade and store necessary items. Survivor-on-Survivor piracy will, much like zombie films, become a relevant issue.

Please tear it apart. :)

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

  1. Keep - I just want to be able to hide things away in a hole and then sit on the keypad with a pistol in my hand, shaking with fear, holding a cloth to my chest wound, and aiming at any stray noise. And survivors should be able to lock themselves in the vault for, maybe, 2 hours (or they run out of air) so as to make passing zombies think there isn't anyone there. --Officer 123satsitx 01:46, 21 December 2007 (UTC)
  2. Keep - cause Jon Pyre voted kill ;) --/~WOOT~\ 21:52, 30 December 2007 (UTC)


Kill Votes

  1. Kill - Actually pretty well thought-out, but doesn't fit the flavour of a zombie game. If you always wanted to be a banker, you're starting a bit late to wait until after the Apocalypse. --Pgunn 07:54, 20 December 2007 (UTC)
  2. Kill - Vaults are an interesting idea, but I'm not a fan of this tic-tac-toe thing, nor do I buy that your average person could crack a vault. In response to "Please tear it apart.", I'd love to do so on suggestion talk. Perhaps you should take it there first and address some of people's concerns before you bring it up for voting. --PdeqTalk* 08:50, 20 December 2007 (UTC)
  3. kill - very out of genre, both the idea and the mechanic. however, i do like the way you deal with anti-zerging measures. --WanYao 10:23, 20 December 2007 (UTC)
  4. Kill - needs work, take it to Talk:Suggestions. --Pavluk A! E! 12:28, 20 December 2007 (UTC)
  5. Kill - Tic-tac-toe? There has to be a better option. And survivors will end up stealing from other survivors. There's no way to prevent that with the different timezones and all. Furthermore, trading is a strict no-no. I love the idea, but the details need a lot of work. ~AriedartinTalkA KS J abt all 13:12, 20 December 2007 (UTC)
  6. Kill - Change to be better, bit I do like TicTacToe. UCFSD 14:19, 20 December 2007 (UTC)
  7. Kill - Puzzle games? I think not. Besides, what's to stop other survivors from taking YOUR stuff, realisticially? It doesn't work. --Vandurn 14:25, 20 December 2007 (UTC)
  8. Zerg/Tic Tac Toe This would allow zergers to trade objects, and tic tac toe is an unrealistic way of opening a bank vault. I'm not a stickler for realism in a zombie game but that's just a little silly. --Jon Pyre 14:27, 20 December 2007 (UTC)
  9. Kill - I like the idea behind this, and it's a fresh suggestion compared to the daily clothing mods, flavor boosters, and other useless crap. This idea would actually make the game more interesting to play. However, as many other people pointed out, there are a few pieces of the puzzle to sort out still. The Tic-tac-toe is something many people are making an issue, as well as the zombies ransacking the place. As for the trading, I don't think it would be all that big an issue, considering what griefers could do to any stored goods. Sorry, it's a good suggestion in concept, but there a few loose threads to fix --Ryiis 15:03, 20 December 2007 (UTC)
  10. Kill Surely after a couple of games of tic tac toe (Or noughts and crosses as its known in my torch loving country.) The Server will realise that the only way to win is not to play. Or is using 80's kid films as my field of reference a foolish idea? --Rosslessness 15:34, 20 December 2007 (UTC)
  11. Kill This is not Resident Evil, we don't need puzzles or storage boxes in this game. People would begin hoarding supplies and people would just stick around and steal what others put in.--Srg Shawn 18:35, 20 December 2007 (UTC)
  12. Take to discussion - This has potential but needs work. Take it to the discussion page.Studoku 18:54, 20 December 2007 (UTC)
  13. Kill - as above--CorndogheroT-S-Z 21:33, 20 December 2007 (UTC)
  14. Kill - Very well thought out, but Pdeg has a point. How can the average human learn to crack bank vaults?--Private Mark 22:08, 20 December 2007 (UTC)
  15. Kill - Interesting idea, but no puzzles, the way vaults really work is that they open on timers, ie. they only open for 20 minutes a day at a specific time of day. --BlobdudeTalk TM MC 01:30, 21 December 2007 (UTC)
  16. There was another bank suggestion that involved the safety deposit boxes for personal use that was better. Everyone is focusing on the "puzzle" part (which IS pretty stupid), but what about the IVENTORY part? How much space can a vault hold?--Pesatyel 02:02, 21 December 2007 (UTC)
  17. Kill - What they said. --Druuuuu OcTRR 09:13, 21 December 2007 (UTC)
  18. Kill- You are trying to implement too many things at one time. -- BKM 00:16, 22 December 2007 (UTC)
  19. Kill - As so many above and below me. Acoustic Pie 00:51, 23 December 2007 (UTC)
  20. Kill - Above, below, left, right, but not diagonal. --  AHLGTG THE END IS NIGH! 00:54, 23 December 2007 (UTC)
  21. Kill - At first I thought the vault would be used as a safe room to hide from zombies for extra protection-that actually be useful if balanced properly. But, if anyone can take the stuff you placed in the vault, no one is gonna use it. And I was excited about this suggestion when I first saw it...--Mayor FittingTalk RR 21:13, 26 December 2007 (UTC)
  22. Kill- 1 AP to press "X" or "O"? Seal impossible to crack. Not good.--Shotstol 02:57, 2 January 2008 (UTC)


Spam/Dupe Votes

  1. Spam - so, a survivor has to go through all this effort to store something, but a zombie can ransack the vault pretty much for free? And "quasirandom" tic-tac-toe? Not only is that out-of-genre (unless bank vaults really do that), but you do realise that tic-tac-toe can force a draw in each game, right? Bah. --Funt Solo QT Scotland flag.JPG 10:43, 20 December 2007 (UTC)
  2. Spam - The zerg measures do not work as you suggest, and leave this vulnerable to abuse. Also, trading in any form is pretty much verboten. --The Grimch U! E! WAT! 11:39, 20 December 2007 (UTC)
  3. Tic-tac-toe - It is impossible to defeat a computer at tic-tac-toe. The best you can get is a draw if both players play perfectly. Any sort of trading results in rejection. Anotherpongo 14:37, 20 December 2007 (UTC)
  4. Spam - Don't allow the caching of items. If you don't want to carry it, drop it -- boxy talki 14:57 20 December 2007 (BST)
  5. Spam - No puzzles! This isn't Bioshock and Malton is not Rapture! Good suggestion, yet fails when it comes to the puzzle part. --MikhailA 22:03, 20 December 2007 (UTC)
  6. Spam - No Storage --Karekmaps?! 23:49, 20 December 2007 (UTC)
  7. Spam- As above --Darth LumisT! A! E! SR 00:45, 21 December 2007 (UTC)
  8. Spam - no matter how much i like System Shock reference, this is trading and trading = bad in this game --~~~~ [talk] 07:33, 21 December 2007 (UTC)
  9. Spam - Tic-tac-toe, storage and zerging. No thank you. --Midianian|T|T:S|C:RCS| 20:30, 21 December 2007 (UTC)
  10. Brit's sister - may be set to marry. --the wallaby 18:08, 22 December 2007 (UTC)
  11. Zerg rush! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:54, 24 December 2007 (UTC)
  12. Spam - -- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 22:06, 29 December 2007 (UTC)
  13. Spam - --Ducis DuxSlothTalk 14:03, 2 January 2008 (UTC)