Suggestion:20090403 Zombie mob dynamics: Difference between revisions
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#'''Kill/Change'''- I like the idea of 2 AP to leave an area with more than say 10 or 15 zombies but everything on top of that was overkill. Tweak it a bit and do whatever they end up saying on developing suggestions and I'll vote for it. [[User:Legion8|Legion8]] 08:18, 3 April 2009 (BST) | #'''Kill/Change'''- I like the idea of 2 AP to leave an area with more than say 10 or 15 zombies but everything on top of that was overkill. Tweak it a bit and do whatever they end up saying on developing suggestions and I'll vote for it. [[User:Legion8|Legion8]] 08:18, 3 April 2009 (BST) | ||
#'''Kill''' The AP drain is just too much. People want to play more, not less. It'd suck losing 8AP to move through two squares. --[[User:A Big F'ing Dog|A Big F'ing Dog]] 14:48, 3 April 2009 (BST) | |||
#'''Kill'' - I dislike the entire idea and fail to see why it would take extra AP to leave a mob of survivors or zombies. [[User:Rogueboy|Rogueboy]] 18:37, 3 April 2009 (BST) | |||
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#'''Spam''' - I liked the 2AP idea a bit but then it just got out of hand. Alot. {{User:DanceDanceRevolution/sig}} 01:23, 3 April 2009 (BST) | #'''Spam''' - I liked the 2AP idea a bit but then it just got out of hand. Alot. {{User:DanceDanceRevolution/sig}} 01:23, 3 April 2009 (BST) | ||
#'''Spam''' - As above. --[[User:Macampos|Private Mark]] 05:10, 3 April 2009 (BST) | #'''Spam''' - As above. --[[User:Macampos|Private Mark]] 05:10, 3 April 2009 (BST) | ||
#'''Spam''' - Additional movement costs are fine, turning the shotgun into an AoE | #'''Spam''' - Additional movement costs are fine, turning the shotgun into an AoE weapon is fucking not. -- {{User:Iscariot/Signature}} 08:22, 3 April 2009 (BST) | ||
#'''Incomplete''' – Take it to [[Developing Suggestions]]. Once you have your concept and mechanics straight, ''then'' take it to voting. {{User:Revenant/Sig}} 08:27, 3 April 2009 (BST) | |||
< | #'''no''' we already have to spen 15ap to get up after they kill us, and if this was live combat we already spend that ap healing. i just dont dig it --{{User:Jock Horror/signature}} 08:49, 3 April 2009 (BST) | ||
#'''Spam''' - I don't mind the 2AP leave idea, it could work with some... work. Read [[Frequently Suggested|this]] before suggesting more AoE effects, please. {{User:Linkthewindow/Sig}} 08:51, 3 April 2009 (BST) | |||
< | #'''Spam''' - --<font face="Rage italic"><span style="color: DarkMagenta">Suicidal Angel,</span> [[User_talk:Suicidalangel|<span style="color: DarkGreen">Help</span>]] [[Project_Mentor|<span style="color: Black">needed?</span>]]</font> 11:19, 3 April 2009 (BST) | ||
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Latest revision as of 23:15, 3 April 2009
Spam! | |
This suggestion was voted as spam and closed for voting, with 0 keep, 3 kill, and 8 spam votes. |
20090403 Zombie mob dynamics
Penguinpyro 00:58, 3 April 2009 (BST)
Suggestion type
Balance change.
Suggestion scope
All zombies in a large concentrated mob, and the survivors who must deal with them.
Suggestion description
Because of the growing coordination between the dead, survivors must take extra efforts to safely escape a zombie mob. It takes 2 AP to exit any area with 10-15 standing zombies, 3 AP for 15-20 zombies and 4 AP for 20-25. This includes building interiors and revive points. It does not apply to entering an area with so many zombies.
This would make zombies focusing on a single building much more effective, isolating that building and this would make survivors justly hesitate to wade into zombie hordes. It can be countered with Free Running and careful navigation.
Optional: Zombies also take an additional AP to leave any area with 10+ survivors.
Optional: As a counter against mobs, shotgun blasts against hordes of 10+ zombies now also attacks the second (maybe also third) zombie in a stack for 2 or 4 damage at half accuracy. No XP gain from this.
After all, shotgun blasts are wide enough to nail multiple people in real life.
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
Kill Votes
- Kill/Change- I like the idea of 2 AP to leave an area with more than say 10 or 15 zombies but everything on top of that was overkill. Tweak it a bit and do whatever they end up saying on developing suggestions and I'll vote for it. Legion8 08:18, 3 April 2009 (BST)
- Kill The AP drain is just too much. People want to play more, not less. It'd suck losing 8AP to move through two squares. --A Big F'ing Dog 14:48, 3 April 2009 (BST)
- 'Kill - I dislike the entire idea and fail to see why it would take extra AP to leave a mob of survivors or zombies. Rogueboy 18:37, 3 April 2009 (BST)
Spam/Dupe Votes
- Should have gone to DevSug first - Horrible, horrible problems with this. --Bob Boberton TF / DW 01:15, 3 April 2009 (BST)
- Spam - I liked the 2AP idea a bit but then it just got out of hand. Alot. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 01:23, 3 April 2009 (BST)
- Spam - As above. --Private Mark 05:10, 3 April 2009 (BST)
- Spam - Additional movement costs are fine, turning the shotgun into an AoE weapon is fucking not. -- . . <== DDR Approved Editor 08:22, 3 April 2009 (BST)
- Incomplete – Take it to Developing Suggestions. Once you have your concept and mechanics straight, then take it to voting. ᚱᛁᚹᛖᚾᚨᚾᛏ 08:27, 3 April 2009 (BST)
- no we already have to spen 15ap to get up after they kill us, and if this was live combat we already spend that ap healing. i just dont dig it --JHORROR Black Delta Mockridge Heights 08:49, 3 April 2009 (BST)
- Spam - I don't mind the 2AP leave idea, it could work with some... work. Read this before suggesting more AoE effects, please. Linkthewindow Talk 08:51, 3 April 2009 (BST)
- Spam - --Suicidal Angel, Help needed? 11:19, 3 April 2009 (BST)