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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Suggestions==
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| <!--Put your new suggestion directly under this line-->
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| ===Sticky Notes=== | | ===Ignore based on Radio Broadcast=== |
| {| | | {| |
| |'''Timestamp:'''--[[User:Keepster33|keepster33]] 21:57, 16 November 2010 (UTC) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' New Items | | |'''Type:''' UI enhancement |
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| |'''Scope:''' Survivors | | |'''Scope:''' Interface |
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| |'''Description:''' I've felt that for the longest time that this particular zombie apocalypse is missing a certain human element. And for this reason I feel that we're overdue for sticky notes. The sticky notes could come in packs of 5 to 10 where upon use you see {{udspan|You stick a note to the wall "Pick up eggs, milk, and brains."}} (Uses 1 Ap of course) Upon seeing it you receive the message {{udspan|You see a note on the wall "Pick up eggs, milk, and brains."}} | | |'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked. |
| Any person in the building can tear one down per 1 Ap {{udspan|You rip a sticky note from the wall tearing it up and throwing it on the floor}}
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| And only 5 notes could be up at a time (in order to reduce server stress.) {{udspan|You tear down the oldest note and replace it with your own stating "Already went to the store."}} It's similar to spray paint, but it has a different flavor. And yes they can stack on top of spray paint.
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| |} | | |} |
| ====Discussion (Sticky Notes)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
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| ---- | | ---- |
| ===Chainsaw=== | | ===Shrink the map=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Dezonus/sig}} 22:43, 12 November 2010 (UTC) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' New Weapon | | |'''Type:''' Map change |
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| |'''Scope:''' Survivors | | |'''Scope:''' Everyone |
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| |'''Description:''' What Zombie apocalypse is complete without at least one lunatic running around with a chainsaw? | | |'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase. |
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| *'''Base damage per hit''': 5.
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| *'''Base to hit %''': <s>10%</s> 15% (Raised due to loss of skill).
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| *'''Upgraded to hit %''': Hand to hand combat + 15%, Body Building (Because you're stronger) +5%, <s>new '''Lumberjack''' skill, +30%</s>.
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| *'''Any other special abilities''': ''Highly affective on Baricades. Attacking a fueled generator risks blowing it up, causing 10hp damage to yourself (May kill you). <s>A chainsaw can be heard from a couple of blocks away</s>.
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| *'''Encumbrance''': 10%, making it heavier than all other weapons except toolbox and fuel can
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| *'''Type of ammo used and how much ammo comes per ammo item found''': Fuel can, 10 encumbrance = 10 fuel = 10 ammo
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| *'''How does it reload and how many shots can it hold''': Either: New adition to fuel can to use on generator or chainsaw, or, left clicking on chainsaw will reload/refuel it if fuel can is present in inventory.
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| *'''Where is it found''': Mall hardware stores, Factories, Warehouses, Junkyards, occasionally parks
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| '''Pros:'''
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| *Weapon is as effective as firearms
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| *Easy to reduce barricades if necessary
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| *Explosions will be useful for parachuters
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| *<s>Noise could be used to lure Zombies into a trap</s>
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| *Great for RP purposes
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| '''Cons:'''
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| *Heavy
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| *Carrying much spare ammo is not possible, as it is 10% encumbrance per can
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| *<s>Noise can draw unwanted attention</s>
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| *Ammo is a bit harder to find than firearm ammo
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| *Low accuracy, being a max of 35%
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| |} | | |} |
| ====Discussion (Chainsaw)==== | | ====Discussion (Shrink the map)==== |
| Other than this being a dupetacular dupe, the sound is text spam, it ''is'' a firearm - it needs refuelling and that's the only distinction in Urban Dead - and I'm pretty sure it would be by far the most powerful weapon when it gets to 50% to hit, deals more damage than a pistol and has far better fuel capacity.--{{User:Yonnua Koponen/signature}} 22:54, 12 November 2010 (UTC)
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| :Also I'm seriously not keen on further weapon-specific skills. Knife and axe I can forgive because they're quite simple objects and are relatively everyday in their use, picking up a degree of proficiency in them through usage is very grokkable. Suddenly becoming a lumberjack (and having buttered scones for tea) in a quarantined city makes little to no sense. {{User:Misanthropy/Sig}} 22:57, 12 November 2010 (UTC)
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| ::Ditch the skill and the noise. Even if it was perfect, and had Chuck Norris and Jesus Christ come down from on high in front of all the wiki-ers to give a joint seal of awesomeness I doubt it won't be bogged down by spam by the time it gets out of suggestion.-{{User:Luke Leimer/sig}} 02:20, 13 November 2010 (UTC)
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| Revision 1: lost Skill and noise, raised base accuracy to 15%, but max is now only 25%. Please comment below this message {{User:Dezonus/sig}} 12:46, 13 November 2010 (UTC)
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| :Not overpowered, good usage for fuel, etc. I like it. Personally, I think flavour weapons generally should be weaker than normal, because their main significance arsies from their presence as flavour. No one uses a cricket bat or a beer bottle except to make a point. -{{User:Luke Leimer/sig}} 17:53, 13 November 2010 (UTC)
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| Firstly, no to having it in factories and hardware stores. I don't want my chances of finding a genny diminished. --{{User:Rosslessness/Sig}} 17:55, 13 November 2010 (UTC)
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| :Warehouses and Parks would both be sensible, and also offer nothing to create the DSR issue. --{{User:Spiderzed/Sandbox/Sig}} 17:58, 13 November 2010 (UTC)
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| ===Speakerphone=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Pardus|Pardus]] 14:43, 10 November 2010 (UTC) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' Communication | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Survivors, Mobile Phones | | |'''Scope:''' Everyone |
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| |'''Description:''' Idea: | | |'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this. |
| A Survivor may setup up a mobile phone in his safehouse and be able to call it or any other phone setup in the same location if the local tower is active and the building is powered.
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| You may target and break the phones to avoid spam.
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| Workable?
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| |} | | |} |
| ====Discussion (Speakerphone)==== | | ====Discussion (Action Points)==== |
| So this is like a private radio channel, right? I set up a phone in a location, and then I can send messages to that phone from one I'm carrying, and they're seen by anyone in that room? I like the idea of it, I think. I'm on the positive side of unsure. Convince me with cold hard numbers and mechanics. {{User:Misanthropy/Sig}} 14:48, 10 November 2010 (UTC)
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| ===Suggestions to help encourage Survivor cooperation=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Vapor/sig}} 21:53, 8 November 2010 (UTC) | | |'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC) |
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| |'''Type:''' Multiple | | |'''Type:''' Survivor Item |
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| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
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| |'''Description:'''Since my [[Suggestion:20101103 Shout|Shout]] suggestion hasn't gone over very well (understandably) I'm trying to piece together some other ideas that I hope will encourage more survivor cooperation. I don't mean the kind of cooperation that broods groups of people to amass in a single location and defend that and nothing but that location. I'd like to see changes to the game that lead survivors to get out of their safehouse, do something to help contribute to their society. | | |'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use. |
| #Shout 2.0
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| #Upload NecroNet Scan
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| #''Possibly more to come''
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| '''Shout 2.0'''
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| Same as [[Suggestion:20101103 Shout|Shout]] except that zombies can hear the shouting when at the same location. Shouts can also be heard from adjacent buildings.
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| '''Upload NecroNet Scan'''
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| This new skill would allow players with NecroNet Access to upload their maps to the NecroNet network. These scans would be available to other powered NecroTech buildings by other players with NecroNet Access. The uploaded scan would be available only to NT buildings within 5 blocks of the location. There would be an additional button added after NecroNet is accessed {{Button|Upload NecroNet Scan}}. Players with NecroNet Access at other NT buildings would get a notification similar to a cell phone message:
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| {{udspan|'''A new NecroNet scan''' was uploaded from the '''The Sugg Building''' (''3 hours and 5 minutes ago'')<br>'''A new NecroNet scan''' was uploaded from the '''The Latrobe Building''' (''1 hour and 33 minutes ago'')}}
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| |} | | |} |
| ====Discussion (Suggestions to help encourage Survivor cooperation)==== | | ====Discussion (Drone)==== |
| I like the Necronet one. As far as the shout one, is this like survivor feeding groan and is outside only, or would it work inside as well? -[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 21:58, 8 November 2010 (UTC)
| | Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC) |
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| The Necronet one is a [[Necrowatch|Dupe ;)]] --{{User:Yonnua Koponen/signature}} 22:00, 8 November 2010 (UTC)
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| :Very funny. I actually did some research using the NecroWatch page before suggesting. Think of it as an in-game NecroWatch...sorta. {{User:Vapor/sig}} 22:12, 8 November 2010 (UTC)
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| ::But... Caleb Usher created Necrowatch + Caleb Usher isn't in-game == NO Necrowatch in-game. :( I am disillusioned. Honestly though, how many NTs are in a five block radius of each other (excluding the freak three in Rhodenbank)?--{{User:Yonnua Koponen/signature}} 15:50, 9 November 2010 (UTC)
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| :::Glancing at the map, groups of 2+ (within 5 blocks) are pretty common. Truly isolated NTs are somewhat rare. -[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 15:55, 9 November 2010 (UTC)
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| ::::The [http://dssrzs.org/map/ DSS Map] is a great way of seeing NT proximities. Just click on any NT building on the map and you'll likely find another one in its vicinity. {{User:Vapor/sig}} 21:03, 9 November 2010 (UTC)
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| ===Finally, a simple headshot nerf that benefits everyone who's dead=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Misanthropy/Sig}} 21:13, 7 November 2010 (UTC) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' Change to headshot functionality | | |'''Type:''' New item |
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| |'''Scope:''' All zombies | | |'''Scope:''' Survivors |
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| |'''Description:''' Basically, Headshot would work as normal initially - adding 5 AP to the stand up cost. However, with each AP tick that the affected zombie gains, this 5 AP penalty is reduced by 1, so that in one hour, the additional cost it 3 AP, and by two-and-a-half hours, it's negated entirely. | | |'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP). |
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| What would this do? It'd mean that casual players who log in once or twice a day will be much less likely to waste 5 AP just to be able to play for the day. It'd also mean that in sieges, ?rise is still taking the same penalty to work as it does now. In a nutshell, it helps slower, more casual or newer players without harming real-time combat or sieges in any real way. Still gives headshot a lot of use, as it will still slow zombies down - the 5 AP now becomes a real-time bonus, where the attacking survivor can spend 5 AP now and gain it back in those 2 1/2 hours that the zombie player must wait to ignore the headshot; and if they chose to stand earlier, they still suffer the AP penalty. The AP tick was chosen as it's regular and simple, and flavoursome - as the zombie recoups its energies, it also shakes off the pain and shock of the injury.
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| |}
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| ====Discussion (Finally, a simple headshot nerf that benefits everyone who's dead)====
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| I can't help but feel this encourages players to ''not'' play the game.--{{User:Yonnua Koponen/signature3}} 21:32, 7 November 2010 (UTC)
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| :The same way having less AP does? You're just trading time before standing for time after, really. {{User:Misanthropy/Sig}} 21:34, 7 November 2010 (UTC)
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| ::But time when you're invincible is undoubtedly better.--{{User:Yonnua Koponen/signature3}} 21:36, 7 November 2010 (UTC)
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| :::The trade-off being delayed play and the inability to ?rise with it. {{User:Misanthropy/Sig}} 21:41, 7 November 2010 (UTC)
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| ::::Exactly, the positive encourages people to have "delayed play" - to sit there not playing the game, when we should be encouraging more people to play the game.--{{User:Yonnua Koponen/signature3}} 21:42, 7 November 2010 (UTC)
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| :::::I fail to see how playing slightly later is any worse than not being able to play as much, though. {{User:Misanthropy/Sig}} 21:47, 7 November 2010 (UTC)
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| ::::::Most people log on once a day, especially the "casual players" you claim to be championing. This would take a whole day out of their play cycle, by encouraging them not to log on just after you've been headshot.--{{User:Yonnua Koponen/signature3}} 21:51, 7 November 2010 (UTC)
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| :::::::No it wouldn't. If they've taken a headshot right before logging in, it's no different to how it is now if they stand up right away. For that kind of player, it's only upside or no change. {{User:Misanthropy/Sig}} 22:04, 7 November 2010 (UTC)
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| ::::::::You seem to have misunderstood what I'm trying to say.--{{User:Yonnua Koponen/signature3}} 22:48, 7 November 2010 (UTC)
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| :::::::::Apparently so. You said it'd take a whole day out of their play cycle - but no one would ever waste 50AP to save 5AP, those people would simply just play at that time normally and take the full 5AP headshot penalty rather than not play at all for that day. {{User:Misanthropy/Sig}} 20:17, 8 November 2010 (UTC)
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| ::::::::To get around the one-a-day casual player getting headshot right before they login, maybe have it not take affect if a headshot player's AP = 50?-[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 01:56, 8 November 2010 (UTC)
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| I actually like it. I might lengthen the time a bit (one off per hour), but it seems reasonable to me. {{User:Aichon/Signature}} 22:13, 7 November 2010 (UTC)
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| Improved Relentless, I like it. [[User:Whitehouse]] 01:11, 8 November 2010 (UTC)
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| :I don't like it, headshot is pathetic already given that it's supposedly the one way to put a zombie down for good.--{{User:Mallrat/sig}} 03:25, 8 November 2010 (UTC) | |
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| ===Self Harm mk 2===
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
| {|
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| |'''Timestamp:''' {{User:Misanthropy/Sig}} 21:13, 7 November 2010 (UTC)
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| |'''Type:''' New skill
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| |'''Scope:''' Mostly death cultists
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| |'''Description:''' Text is copied from an old suggestion of mine, changes marked in red.
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| There's been a few suggestions that would aid death culting and parachuting in general, such as self-infecting or gunshot suicides, but mostly it's an issue of power, being shot down due to the idea of easier parachuting circumventing barricades, and therefore saving huge amounts of AP. Well, in order to circumvent the AP imbalance, how about allowing a character to {{C|#990000|purchase a new Civilian skill, Self Harm, for the usual 100xp. This allows them to attack themselves with their bare hands, dealing an automatic 1 damage for 1 AP; or if armed with a knife, for 2 damage for 1 AP with a 75% success rate. That way, without an infection, a new-revived cultist with a knife can spend around 18-20 AP trying to kill themselves, or 30 AP without a knife - the former of which is, admittedly, a saving on infection - the crucial difference being that an infected parachutist can spend the AP barricading for a pinata, searching for items, or attacking characters or generators, whilst a self-harming character spends the AP with the sole aim of reducing their health. Unarmed attacks are incredibly AP-inefficient, but are also very reliable if in a tight patch}}. This would be a much weaker way of doing it, but is more reliable in that it can't be FAKed away. The imperfect accuracy balances out the knife's higher damage, and flavour-wise can be explained by using {{udspan|You attempt to slash yourself with your knife, but can't bring yourself to do it.}} as the miss text. Successful hit text would be {{udspan|You slash yourself with your knife for 2 damage.}} {{C|#990000|Unarmed, the automatic hit would produce }}{{Udspan|Clawing at yourself in agitation, you injure yourself for 1 damage.}} {{C|#990000|Obviously this would give no experience to the player using it.}}
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| |}
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| ====Discussion (Self Harm mk 2)====
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| Would the effect stack with a standard infection? -{{User:Luke Leimer/sig}} 22:50, 7 November 2010 (UTC)
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| :I see no reason why not, adding further exemptions to infection seems unintuitive to me. {{User:Misanthropy/Sig}} 20:20, 8 November 2010 (UTC)
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| Meh, something in the flavour of "learning to hurt yourself" seems too wrong to me. I think the most logical thing is what the game implements already: jumping off windows. Of course, it helps none in parachuting... {{User:Monstah/Sig}} 00:50, 8 November 2010 (UTC)
| | Q: If it wastes AP, what is the point? |
| :You could also argue that "learning to be more rotted" or "learning to get hired" also make little sense - skills seem more like the by-product of experiencing the events that gave you XP rather than consciously sitting down and teaching yourself something. {{User:Misanthropy/Sig}} 20:20, 8 November 2010 (UTC)
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| Hasn't this like.. Been suggested several time? --[[User:Zamins|Zamins]] 20:27, 12 November 2010 (UTC)
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
| :I do believe the "mk 2" may key you into that one. Also the direct admission that I ran a previous version through DS too. {{User:Misanthropy/Sig}} 22:33, 12 November 2010 (UTC)
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| | Please give your thoughts. |
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| ===Lighthouse===
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| {|
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| |'''Timestamp:''' [[User:Necrofeelinya|Necrofeelinya]] 06:10, 5 November 2010 (UTC)
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| |'''Type:''' New Building
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| |'''Scope:''' Everybody, the map
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| |'''Description:''' I'm putting forward this suggestion for a couple of reasons. First, the hardcore city design I've been rarely working on as a hobby is scheduled for completion some time around February of 2073. I thought certain features of it might be worth introducing in case other, speedier individuals wanted to make use of them in their own map designs, if such designs exist, and to give people an opportunity to encourage Kevan to use it in any future city plans he may have if such plans come about before the next 60+ years have passed. I happen to like this idea, and would like to see it included in a future city if any plans happen to be in the works for another "hardcore" map.
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| Second, though clearly the basic idea is pretty well hacked out here, I figured I could use some slight assistance tweaking it in terms of external messages, suggestions about the range at which such messages are visible, whether it's even possible to install two gennies in a building and if not what sort of substitute might be made, and what items should be available in a lighthouse, as well as suggestions of % chance of finding each of them. As with my previous suggestion, buffnerfbuffnerfbuffnerfbuffnerfbuffnerf, and references to ritual animal slaughter are also welcome.
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| {{Locationblock|
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| suburb=Lighthouse|
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| coordinates=0,0|
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| location_type=Lighthouse|
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| NW_location=beach|NW_color=beach|
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| N_location=field|N_color=field50|
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| NE_location=field|NE_color=field50|
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| W_location=beach|W_color=beach|
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| This_location=Lighthouse|location_color=Lighthouse|
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| E_location=road|E_color=road|
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| SW_location=beach|SW_color=beach|
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| S_location=field|S_color=field50|
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| SE_location=field|SE_color=field50}}
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| A Lighthouse is tall structure with a powerful light at the top, designed to warn ships at sea of coastal dangers. It has little value as a Tactical Resource Point, but is unique in another fashion. When a player installs a generator in a lighthouse, it functions as normal... the building becomes lit, but the signal light does not turn on. Players have the option of installing a second generator to turn on the signal light, in which case the signal light becomes visible to all players on the map, and gives a vague indication of distance and a precise direction to the lighthouse. A lighthouse has no specific interior description, other than to say "You are standing in a lighthouse", but is subject to [[Ruin]] and [[Decay]], along with the accompanying interior and exterior descriptions. When the main light is powered by a second generator the following descriptions are added to all players' screens, depending upon distance from the lighthouse and with (direction) being the most direct route to the lighthouse out of a choice of the 8 possible movement directions on the mini-map:
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| *1-10 squares away: "Nearby to the (direction) you see the bright beacon of a lighthouse"
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| *11-25 squares away: "To the (direction) you can make out a lighthouse signal"
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| *26-50 squares away: "A light appears off in the distance to the (direction)"
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| *51-75 squares away: "Far to the (direction) you can see a light shining"
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| *76-99 squares away: "To the (direction) you can barely detect a light flickering very far away"
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| If [[fog]] is implemented in-game again, the lighthouse will still be visible when powered, but only to a limited degree. Then the following messages will be seen by players:
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| *1-5 squares away: "To the (direction) a bright light cuts through the fog"
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| *6-15 squares away: "A light can be seen signaling through the fog to the (direction)"
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| From 16 or more squares away the lighthouse cannot be seen through fog, and the light does not allow players to better see their surroundings, it only indicates the direction of the lighthouse. Both generators must be fueled for the signal light to work, if either one runs out of fuel, the signal light goes out.
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| Items found in lighthouses are:
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| *newspaper
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| *flare gun
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| *radio
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| |} | | |} |
| ====Discussion (Lighthouse)==== | | ====Discussion (Backpack)==== |
| Question: Where would this lighthouse be?--{{User:Yonnua Koponen/signature3}} 11:44, 5 November 2010 (UTC)
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| I love it! Malton basing it is a problem. But its still a fantastic idea. --{{User:Rosslessness/Sig}} 12:07, 5 November 2010 (UTC)
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| I like it a lot as well. You could do something similar with stadiums and stadium lights to make the general concept a little more Malton-friendly. Lighted stadiums are easy to see from a distance. -[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 16:47, 5 November 2010 (UTC)
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| :The idea isn't meant to be implemented in any current map, it's for any future city Kevan may be considering if he plans to ever create another. Being a lighthouse, it would require coastal areas, and no current city has those. For Malton, a similar idea with lighted stadiums isn't a bad concept, but since I don't play Malton I don't really think about Malton mods much. It's also in case anyone else is designing a map proposal, just as I <i>very, very slowly</i> am, and might want to incorporate it. Apart from that, I was just hoping for a few refinement suggestions. If this suggestion went to Peer Review, it would just basically be saying "Hey Kevan, we like this idea and would like to see it in some form, somehow". He could figure out what he wanted to do with it, if anything, himself.--[[User:Necrofeelinya|Necrofeelinya]] 08:18, 6 November 2010 (UTC)
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| ::Can I at least get an answer as to whether it's possible to install 2 gennies in a building at the same time? Anyone?--[[User:Necrofeelinya|Necrofeelinya]] 06:10, 12 November 2010 (UTC)
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| ==Suggestions up for voting==
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| ===XP for Feeding===
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| Moved to [[Suggestion talk:20101105 All Zombies Feed on Corpses; Feeding Grants 1 XP]] --{{User:Axe Hack/Sig}} 18:15, 5 November 2010 (UTC)
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