Suggestion:20090630 Sterilise: Difference between revisions

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{{Rejected|Survivor Skill}}
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'''Keep Votes'''
'''Keep Votes'''
#'''Author Vote''' - This page's existence is my reasoning. --{{User:Blake Firedancer/sig}} 11:56, 30 June 2009 (BST)
#'''Author Vote''' - This page's existence is my reasoning. --{{User:Blake Firedancer/sig}} 11:56, 30 June 2009 (BST)
 
#'''Keep''' - A good idea, despite what everyone says. --[[User:Armpit Odor|Armpit Odor]] 19:48, 11 July 2009 (BST)
#'''Keep''' - Due to the stark reality of Malton, sterilizing a room WOULD provide better healthcare, as it would in real life. [[User:Aka Paradox|Aka Paradox]] 06:42, 12 July 2009 (BST)


'''Kill Votes'''
'''Kill Votes'''
#'''Kill''' - Survivor healing abilities are already overpowered. Being able to make an NT/Hospital in one building is too much.{{User:Zombie Lord/sig2}} <tt>13:21 30 June 2009</tt>
#'''Kill''' - Survivor healing abilities are already overpowered. Being able to make an NT/Hospital in one building is too much.{{User:Zombie Lord/sig2}} <tt>13:21 30 June 2009</tt>
#'''Weak Kill/Change''' - Make it so that instead of the 2Ap it's 1Ap, then a second AP afterwards. That way, some bloke can start it, and another can finish it. Also, this is fairly one sided.--{{User:Yonnua Koponen/signature‎}} 14:44, 30 June 2009 (BST)
#'''Weak Kill/Change''' - Make it so that instead of the 2Ap it's 1Ap, then a second AP afterwards. That way, some bloke can start it, and another can finish it. Also, this is fairly one sided.--{{User:Yonnua Koponen/signature‎}} 14:44, 30 June 2009 (BST)
#'''Kill''' - Despite the, quite frankly, gay flavour, I was going to vote keep on this because I thought it was a nice idea, but it is just too imbalanced. {{User:DanceDanceRevolution/sig}} 15:00, 30 June 2009 (BST)
#'''Kill''' - Healing needs no further boosts. --[[User:Johnny Bass|Johnny Bass]] 16:03, 30 June 2009 (BST)
#'''Kill''' - Would have little use as a lot of survivors have the surgery skill and those that don't wouldn't go to the effort - [[User:Zig13|<span style="color:DodgerBlue">Zig13 - 30/06/2009 at 16:34(BST) </span>]]
#'''Kill''' - As above. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' 16:50, 30 June 2009 (BST)
#'''Kill''' - As above with healing needing no further boosts.--{{User:SirArgo/Signature}} 16:53, 30 June 2009 (BST)
# I had said in the discussion not to include NTs.  In fact I suggested just picking a handful of the most "appropriate" buildings.--[[User:Pesatyel|Pesatyel]] 02:28, 1 July 2009 (BST)
#'''Kill''' - Leave it to hospitals. --{{User:A Helpful Little Gnome/Sig}} 02:40, 1 July 2009 (BST)
#'''Kill''' - I don't see the need for this, and the word sterilization gives me the heebie-jeebies. --{{User:Jasonjason/sig}} 02:41, 1 July 2009 (BST)
#'''Kill''' - As above. --{{User:Maverick Farrant/sig}} 07:56, 1 July 2009 (BST)
#'''Kill''' - weak --[[User:WanYao|WanYao]] 18:43, 1 July 2009 (BST)
#'''Kill''' - I was all excited until I realized it didn't have anything to do with ripping a survivor's McNuggets off.  Healing's too powerful already.--[[User:Necrofeelinya|Necrofeelinya]] 22:53, 1 July 2009 (BST)
#'''Kill''' - Healing is fine as it is. Leave it for now. [[User:Nemesis645|Nemesis645]] 17:51, 4 July 2009 (BST)
#'''Kill''' - Healing is already "powerful". No need to make the game even harder for the zombies. --[[User:Zekkuzu|Zekkuzu]] 15:47, 5 July 2009 (GMT -3)
#'''Kill''' - It would add flavor, but healing survivors is already easy and the city is riddled with hospitals.--[[User:Maps|Maps]] 15:45, 7 July 2009 (BST)
#'''Kill''' - Already can heal 15 points in hospitals with power, this would just be "healing overkill." Still a cool suggestion though.--[[User:Truezombieboy|Truezombieboy]] 11:07, 8 July 2009 (BST)
#'''Kill''' - The arguments presented here are pretty solid. --{{User:Giles Sednik/sig}} 18:46, 8 July 2009 (BST)
#'''Kill''' - Just to make sure it's dead. -- {{User:BlackReaper/sig}} 20:16, 10 July 2009 (BST)
#'''Kill''' - Thank you and goodnight.--{{User:Drawde/Sig}} 16:04, 11 July 2009 (BST)
#'''Kill''' - healing is strong enough already without this boost <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 08:08 12 July 2009 (BST)</small>


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'''Spam/Dupe Votes'''
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20090630 Sterilise

Blake Firedancer T E RNL? P.I.S.I.T. 11:52, 30 June 2009 (BST)

Suggestion type
Item + Skill

Suggestion scope
Survivors, Zombies

Suggestion description
Adds a new item to Hospitals/Infirmaries, called "Sterilisation Kit" (15% encumberance, in Hospitals for 5% base rate and Infirmaries at a 3% base rate). This item, when combined with the new Scientist Skill "Sterilisation Training", can be used to create sterilised rooms in non-ruined buildings, so that they can offer the +5 HP boost of Surgery (so long as the building has power).

However, everytime the bonus is utilised there is a 25% chance that the sterile room will be contaminated, and will need another sterilisation kit to once again acquire the bonus.

Zombies can ransack the sterile room no matter how many survivors are inside, and will gain 6 XP for such an action.

AP cost for sterilising the room is normally 1 AP, however in the case of factories, warehouses, junkyards and auto repairs which are dirtier than most buildings the cost is 2 AP. Also, as the kit is only capable of sterilising small rooms, it cannot be used in malls, as there is no room small enough, whereas in the other large buildings (mansions, power stations, cathedrals etc.) there are smaller side rooms for such actions. In the case of a large building, only the corner where the kit was used will have the sterile room.

The flavour text would be:

  • Searching the rooms, you find enough cleaning supplies to form a sterilisation kit.
  • You use the kit to sterilise [a side room/an office/The nurses' office/a bathroom/one of the labs], ready to use for medical procedures.
  • [One of the rooms/One of the offices/The nurses' office/One of the bathrooms/One of the labs] has been sterilised.
  • You tear into the sterile room, contaminating it.
  • During the procedure, the room becomes contaminated. It will need another cleaning.
  • A zombie contaminated the sterile room.
  • [Name of survivor] sterilised a room.

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. Author Vote - This page's existence is my reasoning. --Blake Firedancer T E RNL? P.I.S.I.T. 11:56, 30 June 2009 (BST)
  2. Keep - A good idea, despite what everyone says. --Armpit Odor 19:48, 11 July 2009 (BST)
  3. Keep - Due to the stark reality of Malton, sterilizing a room WOULD provide better healthcare, as it would in real life. Aka Paradox 06:42, 12 July 2009 (BST)

Kill Votes

  1. Kill - Survivor healing abilities are already overpowered. Being able to make an NT/Hospital in one building is too much.-- | T | BALLS! | 13:21 30 June 2009
  2. Weak Kill/Change - Make it so that instead of the 2Ap it's 1Ap, then a second AP afterwards. That way, some bloke can start it, and another can finish it. Also, this is fairly one sided.--Yonnua Koponen Talk ! Contribs 14:44, 30 June 2009 (BST)
  3. Kill - Despite the, quite frankly, gay flavour, I was going to vote keep on this because I thought it was a nice idea, but it is just too imbalanced. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 15:00, 30 June 2009 (BST)
  4. Kill - Healing needs no further boosts. --Johnny Bass 16:03, 30 June 2009 (BST)
  5. Kill - Would have little use as a lot of survivors have the surgery skill and those that don't wouldn't go to the effort - Zig13 - 30/06/2009 at 16:34(BST)
  6. Kill - As above. --Bob Boberton TF / DW 16:50, 30 June 2009 (BST)
  7. Kill - As above with healing needing no further boosts.--SirArgo Talk 16:53, 30 June 2009 (BST)
  8. I had said in the discussion not to include NTs. In fact I suggested just picking a handful of the most "appropriate" buildings.--Pesatyel 02:28, 1 July 2009 (BST)
  9. Kill - Leave it to hospitals. --  AHLGTG THE END IS NIGH! 02:40, 1 July 2009 (BST)
  10. Kill - I don't see the need for this, and the word sterilization gives me the heebie-jeebies. --dgw 02:41, 1 July 2009 (BST)
  11. Kill - As above. --Maverick Talk - OBR Praise Knowledge! 404 07:56, 1 July 2009 (BST)
  12. Kill - weak --WanYao 18:43, 1 July 2009 (BST)
  13. Kill - I was all excited until I realized it didn't have anything to do with ripping a survivor's McNuggets off. Healing's too powerful already.--Necrofeelinya 22:53, 1 July 2009 (BST)
  14. Kill - Healing is fine as it is. Leave it for now. Nemesis645 17:51, 4 July 2009 (BST)
  15. Kill - Healing is already "powerful". No need to make the game even harder for the zombies. --Zekkuzu 15:47, 5 July 2009 (GMT -3)
  16. Kill - It would add flavor, but healing survivors is already easy and the city is riddled with hospitals.--Maps 15:45, 7 July 2009 (BST)
  17. Kill - Already can heal 15 points in hospitals with power, this would just be "healing overkill." Still a cool suggestion though.--Truezombieboy 11:07, 8 July 2009 (BST)
  18. Kill - The arguments presented here are pretty solid. --GANG Giles Sednik CAPD 18:46, 8 July 2009 (BST)
  19. Kill - Just to make sure it's dead. -- THELORDGUNSLINGER 20:16, 10 July 2009 (BST)
  20. Kill - Thank you and goodnight.-- Adward  16:04, 11 July 2009 (BST)
  21. Kill - healing is strong enough already without this boost -- boxy talkteh rulz 08:08 12 July 2009 (BST)

Spam/Dupe Votes