Suggestion:20070510 Air Shipment 2.0: Difference between revisions

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Latest revision as of 15:21, 12 May 2011


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20070510 Air Shipment 2.0

Suggestion type

Improvement.

Suggestion scope

Suriviors

Suggestion description

This is a revision of the previous suggestion I made a couple of days ago concering air shipments.

Forts are basically deathtraps, I know that. And useless deathtraps at that, a mall store has more guns than a Fort. Also, there is the possiblity of crates, which are not as good as well. But I feel that perhaps there could be a way to make this game more fun by providing suriviors with a brand new Fort buff, hopefully.

Within the Armories of each Fort lies a Military Transmitter. When powered, you can see a brand new button: "Request Aid Shipment For" and two boxes, X, and Y, to enter in co-ordinates for where you want the Shipment to be. A person within a fort can spend 5 AP to beg the military to send help to that coordinate, only Once Per Day. If he does it more than one time, he wastes 1 AP and the Military will deny his request, saying he already requested and another request is unneeded. If the military accept your request, they will send over 1 Crate within 9 Squares of the co-ordinates specified. But you do not know if the military will accept your request or not.

However, the military only have a limited amount of resources. This is an excuse for Kevan to fiddle around to help tweak surivior-zombie ratios. But, it might be best to start off with a low number, for testing purposes: The military can send only 1 crate per day, in a suburb randomly selected from those co-ordinates requested during the previous day. The more requests for a specific suburb, the more likely the crate drop will be in that suburb, but the actual coordinates within that suburb will be selected randomly.

Example:

One survivor requests aid to Stanbury Village, three survivors request aid to Havercroft, and six survivors request aid to Darvall Heights. This would give a 10% chance that the crate would land in Stanbury Village, 30% for Havercroft, and 60% for Darvall Heights. If Darvall Heights get selected, then the game randomly pick between 6 Co-Ordinates for Darvall Heights, and then once that happens, the helicopter comes to drop in the air supplies.

The only limitation is that Suriviors cannot send Air Shipments to the Fort or to 9 squares around the forts. If the player does that, the player wastes 1 AP, and the Military will respond: We already do constant restocking of supplies to keep the forts in an operational state. An air shipment is therefore not needed.

Voting Section

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

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

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


Keep Votes

  1. Keep I like the structure of this suggestion, i don't think it will overpower the survivors.--Joshua Durden.[۩AB] [ZS] 12:55, 11 May 2007 (BST)
  2. Keep I like it.--Seventythree 21:28, 10 May 2007 (BST)
  3. Keep Ditto. It's a cool idea, and this time, it's not anywhere near as overpowered. I think this'll make it this time. Nalikill 21:57, 10 May 2007 (BST)
  4. Keep - A lot better than before. But what items are gonna be in the crates? I can picture the perfect April Fools Joke: the military has heard the survivors' cries and has dropped dozens of supply crates in the area, each gilded with steel to prevent zombie-attacks. Each filled with thousands of useless wire-cutters and crucifixes. --Heavy DDR 23:05, 10 May 2007 (BST)
    • Re: Whatever Kevan wants to put in the crates. I'm guessing useful stuff, since crates are often times useful because they represent saved AP that would be wasted by searching for the items in question.--ShadowScope 01:38, 12 May 2007 (BST)
  5. Keep - I like it, and I don't think it's going to overpower survivors. If anything, this mostly serves to make things more interesting, more items for zed and humans to compete over (which is why air shipments are great at the times of year they happen). Zombies don't need a power buff to attract more players. They need to be more interesting to play, to attract more players--so anything that makes the game more interesting is going to boost the zombie population, and this is a good suggestion for exactly that. Kevan can already tweak the contents of shipments and the frequency (as noted in the suggestion) so I'm not concerned about balance from this. --Rasi 23:08, 10 May 2007 (EST)
  6. Keep - Sounds good. --Sonofagun18 05:39, 11 May 2007 (BST)
  7. Keep - This does two really good things. First, it makes the forts more strategic (which they should be). Second, it gives people a reason to trek halfway across the map: to request aid for their comrades. --Uncle Bill 06:37, 11 May 2007 (BST)
  8. Keep - Flavor=Good--Labine50 MHG|MEMS|DHPD 06:44, 11 May 2007 (BST)
  9. Keep - i do like it now --Duke GarlandLCD 07:39, 11 May 2007 (BST)
  10. keep excellent modification to a broken original, just a thought though... I think it would make sense if the crate drop was selected for suburb by your criteria but the actual location was that of the burbs last outdoor flare shot! Oh and to poodle and axe below.... of course its a survivor boost, thats the point! you vote on a suggestions merits not whether it helps your favoured side. --Honestmistake 09:49, 11 May 2007 (BST)
  11. Keep I wouldn't call this unbalanced. Even if it does only help survivors, all the forts are zombie controlled, and probably won't be easy to take back.--Wee Sonny MacGregor 12:22, 11 May 2007 (BST)
  12. Keep - Not bad. This will actually give outdoor zed killing some tactical value. Oh and just for those of you who think the game is unbalanced: The humans outnumber the zeds by a whopping 16%! The horror of it all! --Hhal 16:24, 11 May 2007 (BST)
  13. Keep It's a pretty good suggestion, but tell me, do zombies still get exp for cracking the crate? 'Cause I didn't see anything there about that. It would also help balance it more.--Suicidalangel T 01:06, 12 May 2007 (BST)
    • Re: Yes, zombies get XP for smashing the crates, which is why sometimes sending crates over might accidently aid the zombie cause, since the zombies could smash it and grow more powerful.--ShadowScope 01:38, 12 May 2007 (BST)
    • RE Alright just making sure so you still get a keep.--Suicidalangel T 02:13, 12 May 2007 (BST)
  14. Keep/Change - I like this. I don't think the dropping of one crate per day will influence things too much in any one area, and it's a neat idea for the military to actually help out the people of Malton. I would propose, however, that as a result of the constant stream of broadcasts from beleagured survivors for military aid (something that would be occuring naturally), only military characters be allowed to make the transmissions after taking the radio broadcasting skill. This would add a new element to the class, in addition to making the suggestion slightly more realistic. --Davurnium 16:31, 21 May 2007 (BST)

Kill Votes

  1. Kill - I don't like it. --Vista +1 21:56, 10 May 2007 (BST)
  2. Kill - You mention using it as a way to balance out the Human Zed ratio a little more. Humans already outnumber the zeds.... this suggetion favors humans. We actually need something balancing it the other way. Sorry, but this would offset the game to much. --Poodle of doom 03:14, 11 May 2007 (BST)
  3. Kill - Poodle's right. This suggestion only helps survivors. --User:Axe27/Sig 03:36, 11 May 2007 (BST)
  4. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:08, 11 May 2007 (BST)
  5. Kill - Looks like it'll pass, but I'm still throwing my vote with the kill-team. To much bother for to little gain. - BzAli 23:57, 11 May 2007 (BST)
  6. Kill - If it requires Kevan to tweak it to have it be balanced, it's a bad suggestion. Also, as Poodle of Doom. --Saluton 16:41, 13 May 2007 (BST)
  7. Kill - I don't like the concept either. --Matthew Fahrenheit YRCT+1 10:32, 14 May 2007 (BST)
  8. Kill - As above. - JedazΣT MC ΞD CT SR: 09:49, 15 May 2007 (GMT)
  9. Kill - Crates were bad enough when they just showed up randomly throughout the city, being able to tell them where to go would be absurd.That and it actually encourages spamming bases with aid requests. --karek 07:33, 16 May 2007 (BST)

Spam/Dupe Votes