Suggestion:20080901 Feeding Drag in Large Buildings: Difference between revisions
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{{Dupe|[[Suggestions/3rd-Sept-2006#You_see_a_smeared_trail_of_blood_going_through_the_mall...|You see a smeared trail of blood going through the mall...]]}} | |||
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'''Keep Votes''' | '''Keep Votes''' | ||
#'''Author Keep''' --{{User:necrodeus/sig}} 20:48, 1 September 2008 (BST) | #'''Author Keep''' --{{User:necrodeus/sig}} 20:48, 1 September 2008 (BST) | ||
#'''Possible Keep''' What happens if the door has been shut? Are they dragged to the inside of block you entered from? --{{User:Rosslessness/Sig}} 21:31, 1 September 2008 (BST) | #'''<s>Possible</s> Keep''' What happens if the door has been shut? Are they dragged to the inside of block you entered from? --{{User:Rosslessness/Sig}} 21:31, 1 September 2008 (BST) | ||
#:'''Re:''' D'oh..knew I'd forgotten something. For this to fit and make sense, I'll have to say yes, you drag them to the square and get the error message as usual --{{User:necrodeus/sig}} 21:44, 1 September 2008 (BST) | #:'''Re:''' D'oh..knew I'd forgotten something. For this to fit and make sense, I'll have to say yes, you drag them to the square and get the error message as usual --{{User:necrodeus/sig}} 21:44, 1 September 2008 (BST) | ||
#'''Keep''' --Good Reasoning. {{User:Lemonhead7t7/Sig}} 21:59, 1 September 2008 (BST) | #'''Keep''' --Good Reasoning. {{User:Lemonhead7t7/Sig}} 21:59, 1 September 2008 (BST) | ||
#'''Keep/Change''' - See Discussion page for changes. However, reasonable and in-genre suggestion. --{{User:Galaxy125/Sig}}23:08, 1 September 2008 (BST) | #'''Keep/Change''' - See Discussion page for changes. However, reasonable and in-genre suggestion. --{{User:Galaxy125/Sig}}23:08, 1 September 2008 (BST) | ||
#'''Keep''' - Nice. I like it. -- {{User:Krazy_Monkey/sig}} 23:38, 1 September 2008 (BST) | #'''Keep''' - Nice. I like it. -- {{User:Krazy_Monkey/sig}} 23:38, 1 September 2008 (BST) | ||
#'''Keep''' - This is a good idea.--<small>[[User:Karek#K|Karek]]<sup><font face="Monotype Corsiva">[[User:Karek/ProjDev/OmegaMap|maps?!]]</font></sup></small> 01:19, 2 September 2008 (BST) | |||
#'''Keep''' - I like it. --[[User:The Hierophant|Papa Moloch]] 01:27, 2 September 2008 (BST) | |||
#'''Keep''' - very well thought out. dont know if it will ever make it into the game but since it's so well thought out you get this keep. --[[User:Deathnut:deathnut|Lt.G Deathnut]]<nowiki> | </nowiki>[[User:deathnut:TheStayPuftMan|TheStayPuftMan]] 02:15, 2 September 2008 (BST) | |||
#'''Keep''' - I like it. A useful and fair suggestion, good sir. --[[User:Rude Sykes|A Kenyan Mangrove Crab]] 03:25, 2 September 2008 (BST) | |||
#'''Keep''' - As I said in Talk:Suggestions, I'm not convinced this is necessary. However, I still like it. It's logical and it's good for ferals. Also... Axe Hack's Kill vote is actually one of the strongest arguments ''for'' this suggestion: they are all just one big room! EXACTLY! --[[User:WanYao|WanYao]] 03:34, 2 September 2008 (BST) Grrrh... Adding, in response to Rosslessness: I'd suggest that if all the doors are closed, you don't move at all and get a message like, "You see no way out" -- something simple. But I think moving to the open tile... No... bad idea, that ''is'' griefable... very, very griefable... But this tiny oversight doesn't change my vote. --[[User:WanYao|WanYao]] 03:44, 2 September 2008 (BST) | |||
#'''Keep''' - I like it, very useful. {{User:DirtMan/sig}} 04:53, 2 September 2008 (BST) | |||
#'''Keep''' - Brilliant, I love it. Logical as well.--{{User:drawde/Sig}} 08:39, 2 September 2008 (BST) | |||
#'''Keep''' - Sure. Why not? Dragging harmanz is fun. - {{User:Headshot_Hal/Sig}} 20:14, 2 September 2008 (BST) | |||
#'''Keep''' - A well thought-out suggestion. {{User:BillyClubThorton/signature}} 01:29, 3 September 2008 (BST) | |||
#'''Keep''' - This seems consistent with horror films and a survivor's worst nightmare. I think it's consistent with game balance and makes a good addition. --[[User:Zhani|Zhani]] | |||
#'''Keep/change''' - I like it- but wouldn't object to a ''slight'' increase in AP cost (so that the cost of dragging and moving back inside and to the besieged square is comparable to the cost of a survivor dumping a zombie corpse from a fort and moving back).--[[User:Father Thompson|<span style="color: Black">FT</span>]] <sup>[[MCI|<span style="color: Black">MCI</span>]]</sup> 01:39, 4 September 2008 (BST) | |||
#'''Keep''' - Not exceptionally useful, but it makes sense. {{User:Risen_Jihad/sig}} 05:47, 4 September 2008 (BST)07:50, 3 September 2008 (BST) | |||
#'''Keep''' - sounds like moar fun to me --[[User:M4dD mUdD|M4dD mUdD]] 05:53, 4 September 2008 (BST) | |||
#'''Keep''' Seems right enough. {{User:DanceDanceRevolution/sig}} 07:20, 4 September 2008 (BST) | |||
#'''Keep''' – I know I've wished for this a few times in mall sieges. As for AP costs: this will move a maximum of 1 square and then outside, which would take '''2 AP''' ''just to move''. Dumping a body from a fort potentially moves out of an inner building, up to 2 squares to the gatehouse, and then outside ''that'', which would take '''4 AP''' ''just to move'', implying a 1 AP "surcharge".<br>However, dumping a body leaves you '''inside''', while dragging leaves you '''out''', and dragging is affected by barricades and doors while dumping is '''not''', so I am satisfied with the AP balance. {{User:Revenant/Sig}} 08:07, 4 September 2008 (BST) | |||
#'''Keep''' - This sounds totally reasonable. --[[User:Jasonjason|Jasonjason]] 11:31, 4 September 2008 (BST) | |||
#'''Keep''' -This seems rather minor in terms of effect on actual game play and it makes sense that a zombie moving through a building would know to drag someone out where it came in.--[[User:Pyromonkey|Pyromonkey]] 19:04, 4 September 2008 (BST) | |||
#'''Keep''' - Great idea. [[Template:SolidMeat|Solid Meat!]] --[[User:Zombie Lord|Zombie Lord]] 17:23, 5 September 2008 (BST) | |||
#'''Keep''' - Fair and more additional than modificational. You have my vote. {{User:Ariedartin/Nickname}} 19:46, 5 September 2008 (BST) | |||
#'''Keep''' - It is a great idea as it seems more realistic in away --[[User:Michaleson|Michaleson]] <sup>[[CFT]]</sup> 22:24, 5 September 2008 (BST) | |||
#'''Keep''' - I think Revenant summed up things pretty well. --[[User:DJ Deadbeat|DJ Deadbeat]] 23:41, 6 September 2008 (BST) | |||
#'''keep/change''' I would far rather see the drag option offer a choice of direction when inside large buildings as it opens up "tug-o-war" contests for playful zeds ;) Other than that though i think its a fairly nice option that would not see much actual use!--[[User:Honestmistake|Honestmistake]] 15:18, 12 September 2008 (BST) | |||
#'''Keep''' - Woot! As Above... --[[User:BoboTalkClown|BoboTalkClown]] 17:03, 13 September 2008 (BST) | |||
'''Kill Votes''' | '''Kill Votes''' | ||
::{{s|1=Not really too useful now, as buildings aren't submaps where you could walk around in. Right now, it's as if buildings are just one big room. --{{User:Axe Hack/Sig}} 22:53, 1 September 2008 (BST)}} <small>Changing vote... --{{User:Axe Hack/Sig}} 00:49, 9 September 2008 (BST)</small> | |||
#'''Kill'''' I am with axe--{{:User:Airborne88/sig}} 03:44, 2 September 2008 (BST) | |||
#'''Kill''' You're going to drag me past Bed Bath and Beyond, around the corner at Macy's, past the Ms. Field's Cookies Kiosk, around the Mall info banner, out the door, and into the street? No. [[User:Deyo|Deyo]] 18:55, 2 September 2008 (BST) | |||
#:Also, it takes 5AP to drag an unresisting zed out of a fort. You want to get a kicking, screaming survivor out the door in 2? The following statement is sarcasm. Glad to see you're thinking about game balance. The preceding was sarcasm. [[User:Deyo|Deyo]] 19:00, 2 September 2008 (BST) | |||
#'''Kill''' - As the guy above me. With some changes/fixes, I could consider something like this, but this ain't happening in its current form.--[[User:Kolechovski|Kolechovski]] 20:02, 2 September 2008 (BST) | |||
#'''kill''' -as deyo. a survivor with 12 hps also doesn't have the ability to struggle as much. unlike a zombie which, at any point could just spontaneously get up and wander. also, I believe drag is just you leave the building and end up outside, barricades non-involved. You can think of it in RP terms as dragging them out of a window, or the free running network convieniently marked exit, and failing to make it to the next building. either way, you=outside. them =outnumbered. I don't see the point of the one point more. A human can't flail like a downed zed can. Feeding drag aint all that well used as is. A corpse in a building is more likely to get a nice can of Dump body. I bet this wouldn't fly if Dump corpse in a large building cost 2 ap as well. [[User:Padfu-Zomfu|Padfu-Zomfu]] 12:08, 4 September 2008 (BST) | |||
#:{{s|Actually, zombie can't drag someone if the building is barricaded. Even a Loose barricade makes Feeding Drag an automatic fail. [[User:Turkmenbashi|Turkmenbashi]] 14:52, 4 September 2008 (BST)}} <small>Non-author reply struck. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Talk:Suggestions|T:S]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 17:37, 4 September 2008 (BST)</small> | |||
#:'''Re:''' I'm not sure what you're telling me here, you seem to be arguing '''for''' my argument, so I'm fairly confused. And feeding drag is very much affected by barricades; this suggestion would be pointless otherwise --{{User:necrodeus/sig}} 18:36, 4 September 2008 (BST) | |||
'''Spam/Dupe Votes''' | '''Spam/Dupe Votes''' | ||
#'''spam''' - too powerful. [[User:Gabdewulf|gabdewulf]] 16:31, 5 September 2008 (BST) | |||
#'''[[Suggestions/RejectedSeptember2006#You_see_a_smeared_trail_of_blood_going_through_the_mall...|Dupe]]''' of the Peer Rejected "''[[Suggestions/3rd-Sept-2006#You_see_a_smeared_trail_of_blood_going_through_the_mall...|You see a smeared trail of blood going through the mall...]]''" --<span style="font-size:90%">[[User:Funt Solo|Funt Solo]]</span> <sup style="font-size:70%">[[Mod_Conspiracy|QT]]</sup> [[Image:Scotland flag.JPG|18px]] 22:41, 5 September 2008 (BST) (By the way, if I didn't think this was a Dupe, I'd be voting Kill/Change on the basis that the cost is too low. The fort dump cost is 5AP because the cost of dragging and dumping has been doubled due to carrying a body - and then averaged due to the varying distance from the gatehouse. You should at least add 1AP to the cost of this action due to the extended dragging required to move the body through the large building. --<span style="font-size:90%">[[User:Funt Solo|Funt Solo]]</span> <sup style="font-size:70%">[[Mod_Conspiracy|QT]]</sup> [[Image:Scotland flag.JPG|18px]] 01:46, 6 September 2008 (BST)) | |||
#As Funt and his dupe. --{{User:Axe Hack/Sig}} 00:50, 9 September 2008 (BST) | |||
< | #Is '''Dupe''' indeed. And I still don't like the remote viewing of barricade status it presumes. How does the zombie know the place he came in is still open? {{User:Swiers/Sig}} 18:28, 12 September 2008 (BST) | ||
---- | #'''Doop''' - and swiers.--{{User:J3D/ciggy}} 14:06, 14 September 2008 (BST) | ||
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Latest revision as of 22:26, 14 September 2008
Dupe | |
This suggestion has been found to be a dupe of You see a smeared trail of blood going through the mall.... Dupes are easily found by searching for them in the main and suggestion namespaces. |
20080901 Feeding Drag in Large Buildings
Necrodeus T M! 20:48, 1 September 2008 (BST)
Suggestion type
Skill
Suggestion scope
Zombies with Feeding Drag
Suggestion description
Feeding drag allows a zombie with the skill to drag a survivor of less than 12HP outside the building, through an open door at the cost of 1AP. I propose that a zombie in a large building, who has made their way through the building, to do the same, at a cost of 2AP.
This will then deposit the zombie and survivor outside the open door, exactly the same as usual, with the difference that both would be a block away from where they started. In effect, this is similar to survivors dumping bodies outside a fort.
This makes sense from a gameplay point of view, because after all, a zombie is self aware enough to enter a building and move through it, it follows that the zombie is also intelligent enough to remember where thee exit is. In the event of more than one exit being open at the time, one is chosen at random to represent the zombie heading towards the first exit it notices.
This would be useful for feral zombies more than hordes, in the same way that feeding drag on it's own is more useful to ferals than hordes. It also fits into the nice flavour that Feeding Drag as a skill adds to the game.
Note that this has no practical application for griefing, any more than dumping a body from the fort has.
To recap, A zombie can use feeding drag in a large building, with the same effect and restrictions as usual, except that it costs 2AP and drags the survivor through the building and then out of it.
I think that's everything. Thanks to WanYao and Swiers for picking it apart, and everyone else on Talk:Suggestions
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
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
- Author Keep --Necrodeus T M! 20:48, 1 September 2008 (BST)
PossibleKeep What happens if the door has been shut? Are they dragged to the inside of block you entered from? --RosslessnessWant a Location Image? 21:31, 1 September 2008 (BST)- Keep --Good Reasoning. LemonHead7t7 *̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡|͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|]]| ̡̡̡ ̡ ̡ ̴̡ı̴̴̡ ̡*̡͌l̡* Talk/PDA/Red Rum/MOB 21:59, 1 September 2008 (BST)
- Keep/Change - See Discussion page for changes. However, reasonable and in-genre suggestion. -- Galaxy125 23:08, 1 September 2008 (BST)
- Keep - Nice. I like it. -- Cheese 23:38, 1 September 2008 (BST)
- Keep - This is a good idea.--Karekmaps?! 01:19, 2 September 2008 (BST)
- Keep - I like it. --Papa Moloch 01:27, 2 September 2008 (BST)
- Keep - very well thought out. dont know if it will ever make it into the game but since it's so well thought out you get this keep. --Lt.G Deathnut | TheStayPuftMan 02:15, 2 September 2008 (BST)
- Keep - I like it. A useful and fair suggestion, good sir. --A Kenyan Mangrove Crab 03:25, 2 September 2008 (BST)
- Keep - As I said in Talk:Suggestions, I'm not convinced this is necessary. However, I still like it. It's logical and it's good for ferals. Also... Axe Hack's Kill vote is actually one of the strongest arguments for this suggestion: they are all just one big room! EXACTLY! --WanYao 03:34, 2 September 2008 (BST) Grrrh... Adding, in response to Rosslessness: I'd suggest that if all the doors are closed, you don't move at all and get a message like, "You see no way out" -- something simple. But I think moving to the open tile... No... bad idea, that is griefable... very, very griefable... But this tiny oversight doesn't change my vote. --WanYao 03:44, 2 September 2008 (BST)
- Keep - I like it, very useful. -- DirtManT|FU|StäV 04:53, 2 September 2008 (BST)
- Keep - Brilliant, I love it. Logical as well.-- Adward 08:39, 2 September 2008 (BST)
- Keep - Sure. Why not? Dragging harmanz is fun. - Headshot Hal Talk +1 Casting Call 20:14, 2 September 2008 (BST)
- Keep - A well thought-out suggestion. Billy Club Thorton T! RR 01:29, 3 September 2008 (BST)
- Keep - This seems consistent with horror films and a survivor's worst nightmare. I think it's consistent with game balance and makes a good addition. --Zhani
- Keep/change - I like it- but wouldn't object to a slight increase in AP cost (so that the cost of dragging and moving back inside and to the besieged square is comparable to the cost of a survivor dumping a zombie corpse from a fort and moving back).--FT MCI 01:39, 4 September 2008 (BST)
- Keep - Not exceptionally useful, but it makes sense. RisenJihad MEMS DORIS 05:47, 4 September 2008 (BST)07:50, 3 September 2008 (BST)
- Keep - sounds like moar fun to me --M4dD mUdD 05:53, 4 September 2008 (BST)
- Keep Seems right enough. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 07:20, 4 September 2008 (BST)
- Keep – I know I've wished for this a few times in mall sieges. As for AP costs: this will move a maximum of 1 square and then outside, which would take 2 AP just to move. Dumping a body from a fort potentially moves out of an inner building, up to 2 squares to the gatehouse, and then outside that, which would take 4 AP just to move, implying a 1 AP "surcharge".
However, dumping a body leaves you inside, while dragging leaves you out, and dragging is affected by barricades and doors while dumping is not, so I am satisfied with the AP balance. ᚱᛁᚹᛖᚾᚨᚾᛏ 08:07, 4 September 2008 (BST) - Keep - This sounds totally reasonable. --Jasonjason 11:31, 4 September 2008 (BST)
- Keep -This seems rather minor in terms of effect on actual game play and it makes sense that a zombie moving through a building would know to drag someone out where it came in.--Pyromonkey 19:04, 4 September 2008 (BST)
- Keep - Great idea. Solid Meat! --Zombie Lord 17:23, 5 September 2008 (BST)
- Keep - Fair and more additional than modificational. You have my vote. ~Ariedartin • Talk • A KS J abt all 19:46, 5 September 2008 (BST)
- Keep - It is a great idea as it seems more realistic in away --Michaleson CFT 22:24, 5 September 2008 (BST)
- Keep - I think Revenant summed up things pretty well. --DJ Deadbeat 23:41, 6 September 2008 (BST)
- keep/change I would far rather see the drag option offer a choice of direction when inside large buildings as it opens up "tug-o-war" contests for playful zeds ;) Other than that though i think its a fairly nice option that would not see much actual use!--Honestmistake 15:18, 12 September 2008 (BST)
- Keep - Woot! As Above... --BoboTalkClown 17:03, 13 September 2008 (BST)
Kill Votes
- Not really too useful now, as buildings aren't submaps where you could walk around in. Right now, it's as if buildings are just one big room. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:53, 1 September 2008 (BST) Changing vote... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:49, 9 September 2008 (BST)
- Kill' I am with axe--Airborne88T|Z.Quiz|PSS 03:44, 2 September 2008 (BST)
- Kill You're going to drag me past Bed Bath and Beyond, around the corner at Macy's, past the Ms. Field's Cookies Kiosk, around the Mall info banner, out the door, and into the street? No. Deyo 18:55, 2 September 2008 (BST)
- Also, it takes 5AP to drag an unresisting zed out of a fort. You want to get a kicking, screaming survivor out the door in 2? The following statement is sarcasm. Glad to see you're thinking about game balance. The preceding was sarcasm. Deyo 19:00, 2 September 2008 (BST)
- Kill - As the guy above me. With some changes/fixes, I could consider something like this, but this ain't happening in its current form.--Kolechovski 20:02, 2 September 2008 (BST)
- kill -as deyo. a survivor with 12 hps also doesn't have the ability to struggle as much. unlike a zombie which, at any point could just spontaneously get up and wander. also, I believe drag is just you leave the building and end up outside, barricades non-involved. You can think of it in RP terms as dragging them out of a window, or the free running network convieniently marked exit, and failing to make it to the next building. either way, you=outside. them =outnumbered. I don't see the point of the one point more. A human can't flail like a downed zed can. Feeding drag aint all that well used as is. A corpse in a building is more likely to get a nice can of Dump body. I bet this wouldn't fly if Dump corpse in a large building cost 2 ap as well. Padfu-Zomfu 12:08, 4 September 2008 (BST)
- Actually, zombie can't drag someone if the building is barricaded. Even a Loose barricade makes Feeding Drag an automatic fail. Turkmenbashi 14:52, 4 September 2008 (BST) Non-author reply struck. --Midianian|T|T:S|C:RCS| 17:37, 4 September 2008 (BST)
- Re: I'm not sure what you're telling me here, you seem to be arguing for my argument, so I'm fairly confused. And feeding drag is very much affected by barricades; this suggestion would be pointless otherwise --Necrodeus T M! 18:36, 4 September 2008 (BST)
Spam/Dupe Votes
- spam - too powerful. gabdewulf 16:31, 5 September 2008 (BST)
- Dupe of the Peer Rejected "You see a smeared trail of blood going through the mall..." --Funt Solo QT 22:41, 5 September 2008 (BST) (By the way, if I didn't think this was a Dupe, I'd be voting Kill/Change on the basis that the cost is too low. The fort dump cost is 5AP because the cost of dragging and dumping has been doubled due to carrying a body - and then averaged due to the varying distance from the gatehouse. You should at least add 1AP to the cost of this action due to the extended dragging required to move the body through the large building. --Funt Solo QT 01:46, 6 September 2008 (BST))
- As Funt and his dupe. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:50, 9 September 2008 (BST)
- Is Dupe indeed. And I still don't like the remote viewing of barricade status it presumes. How does the zombie know the place he came in is still open? Swiers 18:28, 12 September 2008 (BST)
- Doop - and swiers.--xoxo 14:06, 14 September 2008 (BST)