Suggestion:20090329 NecroTech Training: Difference between revisions

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===20090329 NecroTech Training===


===NecroTech Training===
[[User:CaptainVideo|CaptainVideo]] 05:59, 29 March 2009 (BST)
{{suggestionNew
|suggest_time=[[User:CaptainVideo|CaptainVideo]] 05:56, 29 March 2009 (BST)
|suggest_type=Heightened ease in NT operations
|suggest_scope=Survivors
|suggest_description='''NecroTech Training''', a science skill you buy at normal rates after you have NecroTech Employment, Lab Experience and NecroNet Access. It now costs only 10AP to make a syringe - you know where are the supplies are kept and you've gotten pretty slick at operating the computers.


The second is '''Facility Access'''. Same costs. Only one prerequisite - NecroTech Employment. You program your handprint into the NecroNet computer system and can access NT buildings from the street without needing a regular Free Running access point. A building doesn't have to be powered for the locks to work (they run on batteries). Since PKers can also use this, however, they can also just waltz in and trash the place. -[[User:CaptainVideo|CaptainVideo]] 03:15, 26 March 2009 (UTC)
'''Suggestion type'''<br />
|discussion=|}}
Heightened ease in NT operations
 
'''Suggestion scope'''<br />
Survivors
 
'''Suggestion description'''<br />
"Originally from Developing Suggestions"
 
NecroTech Training is a science skill you buy at normal rates after you have NecroTech Employment, Lab Experience and NecroNet Access. It now costs only 10AP to make a syringe - you know where are the supplies are kept and you've gotten pretty slick at operating the computers. -[[User:CaptainVideo|CaptainVideo]] 05:59, 29 March 2009 (BST)
 
 
====Voting Section====
{{SugVoteBox}}
 
 
'''Keep Votes'''
 
 
'''Kill Votes'''
#'''Kill''' - syringe rates need to be easily changable in the event of a sudden surge of survivors or zombies. With a flat 10AP cost, it will effectively mean that Kevan will not be able to lower the rates below 10% - finding one every 10AP. At best, this will be useless (syringe rates are usually about 12.5% anyway,) at worse, it could be game-breaking if survivors get over about 65-70%. {{User:Linkthewindow/Sig}} 06:47, 29 March 2009 (BST)
# I could see a reduction, perhaps, but 10 AP is too much.  Kevan changes the find rates for syringes when he feels he needs to and, usually, finding multiple syringes is easier than making one. Technically, if your lucky, you could find 20 syringes OR make ONE under the current system.  That's the trade off, a guaranteed single syringe or the possibility of finding multiple.--[[User:Pesatyel|Pesatyel]] 09:55, 29 March 2009 (BST)
#'''Kill''' - 10 AP is too low.  Heck, even 15 AP would be a maybe. --{{User:Maverick Farrant/sig}} 19:09, 29 March 2009 (BST)
#'''Kill''' - As above. If you want better efficency, search. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 19:15, 29 March 2009 (BST)
#'''Kill''' - Searching for syringes gives great results.  --{{User:Zombie slay3r/Signature}} 22:50, 29 March 2009 (BST)
#'''Kill''' - It costs 20AP to manufacture a needle so that the game isn't unbalanced.  Just search for needles; oftentimes, it doesn't even take 10AP to find one. [[User:Fujiko Mine|Fujiko Mine]] 02:05, 30 March 2009 (BST)
#'''Kill''' - 15 AP is a possibility, but otherwise it's still better to search for syringes anyway. --[[User:Macampos|Private Mark]] 23:26, 30 March 2009 (BST)
#'''kill''' 15 might fly but this just doesn't. In any event I would prefer better syringes from searching  rather than lowered search cost.-- [[User:Honestmistake|Honestmistake]] 00:18, 31 March 2009 (BST)
#'''Kill''' - As above. [[User:Rogueboy|Rogueboy]] 15:06, 31 March 2009 (BST)
#'''Kill''' - Syringe manufacture is effectively spending AP for a 100% chance at a successful search. Make it too attractive and it only encourages zergs to sit and manufacture and then revive (both 100% success activities) <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 15:35 31 March 2009 (BST)</small>
#:{{s|1='''Kill''' - As Boxy. --{{User:Janus Abernathy/Sig}} 00:18, 14 April 2009 (BST)}} <small>Vote made after voting closed struck. --{{User:BobBoberton/sig}} 18:02, 19 April 2009 (BST)</small>
 
'''Spam/Dupe Votes'''
#'''Spam''' - Game breakingly stupid. -- {{User:Iscariot/Signature}} 06:39, 29 March 2009 (BST)
#'''Spam''' - The game needs fewer needles, not more. --[[User:The Hierophant|Papa Moloch]] 10:09, 29 March 2009 (BST)
#'''Spam''' - As moloch. --[[User:Johnny Bass|Johnny Bass]] 20:57, 30 March 2009 (BST)

Latest revision as of 14:30, 25 November 2012


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20090329 NecroTech Training

CaptainVideo 05:59, 29 March 2009 (BST)

Suggestion type
Heightened ease in NT operations

Suggestion scope
Survivors

Suggestion description
"Originally from Developing Suggestions"

NecroTech Training is a science skill you buy at normal rates after you have NecroTech Employment, Lab Experience and NecroNet Access. It now costs only 10AP to make a syringe - you know where are the supplies are kept and you've gotten pretty slick at operating the computers. -CaptainVideo 05:59, 29 March 2009 (BST)


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 - syringe rates need to be easily changable in the event of a sudden surge of survivors or zombies. With a flat 10AP cost, it will effectively mean that Kevan will not be able to lower the rates below 10% - finding one every 10AP. At best, this will be useless (syringe rates are usually about 12.5% anyway,) at worse, it could be game-breaking if survivors get over about 65-70%. Linkthewindow  Talk  06:47, 29 March 2009 (BST)
  2. I could see a reduction, perhaps, but 10 AP is too much. Kevan changes the find rates for syringes when he feels he needs to and, usually, finding multiple syringes is easier than making one. Technically, if your lucky, you could find 20 syringes OR make ONE under the current system. That's the trade off, a guaranteed single syringe or the possibility of finding multiple.--Pesatyel 09:55, 29 March 2009 (BST)
  3. Kill - 10 AP is too low. Heck, even 15 AP would be a maybe. --Maverick Talk - OBR Praise Knowledge! 404 19:09, 29 March 2009 (BST)
  4. Kill - As above. If you want better efficency, search. --Midianian¦T¦DS¦SP¦ 19:15, 29 March 2009 (BST)
  5. Kill - Searching for syringes gives great results. --ZsL 22:50, 29 March 2009 (BST)
  6. Kill - It costs 20AP to manufacture a needle so that the game isn't unbalanced. Just search for needles; oftentimes, it doesn't even take 10AP to find one. Fujiko Mine 02:05, 30 March 2009 (BST)
  7. Kill - 15 AP is a possibility, but otherwise it's still better to search for syringes anyway. --Private Mark 23:26, 30 March 2009 (BST)
  8. kill 15 might fly but this just doesn't. In any event I would prefer better syringes from searching rather than lowered search cost.-- Honestmistake 00:18, 31 March 2009 (BST)
  9. Kill - As above. Rogueboy 15:06, 31 March 2009 (BST)
  10. Kill - Syringe manufacture is effectively spending AP for a 100% chance at a successful search. Make it too attractive and it only encourages zergs to sit and manufacture and then revive (both 100% success activities) -- boxy talkteh rulz 15:35 31 March 2009 (BST)
    Kill - As Boxy. --Janus talk 00:18, 14 April 2009 (BST) Vote made after voting closed struck. --Bob Boberton TF / DW 18:02, 19 April 2009 (BST)

Spam/Dupe Votes

  1. Spam - Game breakingly stupid. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 06:39, 29 March 2009 (BST)
  2. Spam - The game needs fewer needles, not more. --Papa Moloch 10:09, 29 March 2009 (BST)
  3. Spam - As moloch. --Johnny Bass 20:57, 30 March 2009 (BST)