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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Suggestions==
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| ===Heal Over Time=== | | |
| | ===Ignore based on Radio Broadcast=== |
| {| | | {| |
| |'''Timestamp:''' <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 09:56, 12 February 2011 (UTC)</small> | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' Healing change | | |'''Type:''' UI enhancement |
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| |'''Scope:''' Application of [[FAK]]s | | |'''Scope:''' Interface |
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| |'''Description:''' At the moment, First Aid Kits (FAKs) are a powerful tool for survivors in real time combat situations. If there is a survivor online with a full load of FAKs, there is no way that a single zombie can kill any survivor in that location (unless the online survivor is inattentive). All they need to do is continue to apply FAKs to the target survivor (even themselves) when they get anywhere near death. A zombie has no chance to keep up with the healing. | | |'''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. |
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| This suggestion would change the application of FAKs to limit the healing that can be done immediately. Multiple FAKs can still be applied, however only 5 HP (10 with First Aid, 15 with surgery in a hospital) will be added initially, and 1 HP each half hour (on the AP tick) thereafter.
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| On the UD screen, a healing survivor would show as below.
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| {{quote|TripleU|''Also here are HealthyDude (60<sub>HP</sub>), HealingDude (34+15<sub>HP</sub>), and HurtDude (46<sub>HP</sub>)''}}
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| Each FAK applied will still only cost 1 AP, and have the potential to heal the same amount of damage (depending on the skill level of the healer). Survivors with diagnosis would still be able to tell how much health a survivor had, and in addition, how many HP were yet to be added over time due to already applied FAKs. The colour coding on injured survivors would instead be applied to survivors who still needed FAKs to heal completely (not just those who were in the process of healing, and only needed time). FAKs couldn't be applied to survivors who already had enough healing potential to fully restore them (over time).
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| Infections are only cured at the time an FAK is applied. If a surviver is bitten while in the process of healing, the HP will continue to be added, but the infection will remain unless another FAK is applied.
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| If the survivor dies before all HP has been applied, that HP is lost, and he stands up as normal, as a zombie with full HP.
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| ''I'm unsure as to whether to apply the same rules to zombies... the way '''I''' play zombies, FAK healing is inconsequencial. Unsure if it's different for different styles of play.''
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| |} | | |} |
| ====Discussion (Heal Over Time)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| [[User talk:Boxy/Suggestions/Heal Over Time|Previous discussion that]] inspired [[User:Boxy/Suggestions/Heal Over Time|this suggestion]] <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 09:56 12 February 2011 (BST)</span></small>
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| Am I right in understanding that no matter your skill level with FAKs you intially get 5HP and the remainder (if any; +5 for First Aid, +10 for Surgery) is applied over time? It's just that I found the description above a little unclear. - [[User:Whitehouse]] 13:05, 12 February 2011 (UTC)
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| :I know, I'm finding it hard to explain it without making it TL;DR. No, the initial healing will be dependant on the skill of the healer. If they have surgery, and are in a powered hospital, the initial healing will still be 15HP, but further heals will only happen over time (ie. the second (15HP) FAK applied will take 7.5 hours to take full effect <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 07:08 13 February 2011 (BST)</span></small>
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| ::E.g. I FAK a survivor, they gain 15hp, but any further FAKs I give them heal over time rather than as a one off payment?--{{User:Yonnua Koponen/signature}} 09:44, 13 February 2011 (UTC)
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| :::From the discussion Boxy linked to:
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| {{Quote|Boxy|I think and appropriate change would be that there is a limit to how much healing can be done to one player in each half hour (AP regen) period. You can still apply FAKs, but the healing wouldn't take affect until the next AP tick. This would mean that survivors couldn't heal quicker than a zombie can attack. Nothing lamer than watching the survivor you are attacking miraculously gain full health in the time it takes you to claw at him a couple of times}}
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| :::--{{User:Yonnua Koponen/signature}} 14:45, 13 February 2011 (UTC)
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| ::Ah right. So what resets the ability for the first FAK to instant heal? Attaining full health? - [[User:Whitehouse]] 14:27, 13 February 2011 (UTC)
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| This is fucking genius. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 04:42, 13 February 2011 (UTC)
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| ---- | | ---- |
| | | ===Shrink the map=== |
| ===Inventory organisation=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:Ashizard|Ashizard]] 18:07, 9 February 2011 (UTC) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' inventory | | |'''Type:''' Map change |
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| |'''Scope:''' survivors | | |'''Scope:''' Everyone |
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| |'''Description:''' I think it would help if you had the option to drag and drop where you wanted particular items in your inventory to stay, grouping all offensive weapons together or FAK's etc | | |'''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. |
| thoughts?
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| |} | | |} |
| ====Discussion (Inventory organisation)==== | | ====Discussion (Shrink the map)==== |
| [[PR_UI:_Main_Screen#Inventory_Organizer|Peer Reviewed]], [[Suggestion:20080307 Organizing Inventory|Dupe]], [[Suggestion:20070731 Item Reorder|Dupe]], [[Suggestion:20070802 Sorting Inventory|Dupe]], [[Suggestion:20071026 Better Organized Inventory|Dupe]], [[Suggestion:20070623 Better Inventory|Dupe]], [[Suggestion:20080708 Reorder Inventory|Dupe]], and [[User:Aichon/Userscripts#UD_Item_Combiner.2C_Organizer.2C_and_Sorter|Greasemonkey Script]]. --{{User:Axe Hack/Sig}} 18:26, 9 February 2011 (UTC)
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| ---- | | ---- |
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| ===Bull Rush=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' Feb. 10, 2011 | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' New Zombie Hunter Skill | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Survivors | | |'''Scope:''' Everyone |
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| |'''Description:''' So, I was thinking. There is only one zombie hunter skill. So much potential to add to that. One thing I was thinking about is the survivor being able to charge and "push" a zombie out of the building. The zombie has to be less than 13 hp and the door has to be left wide open. Its sort of like Feeding drag, except the survivor is pushing the zombie out of the building. Whether the survivor has to go out in the street with the zombie or not is open to discussion. | | |'''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. |
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| This might be useful if there is a large break and you desperately need to get zombies out of the building to decrease their numbers.
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| |} | | |} |
| ====Discussion (Bull Rush)==== | | ====Discussion (Action Points)==== |
| Put a limit on a minimum number of zombies present before it can be used and I'm for it. If it can be used on lone ferals it's really overpowered, but as a tool versus hordes it should be alright. Just make it exactly the same as feeding drag (<13HP, door open), only versus zombies. Probably keep the survivor inside, but maybe bring them outside too? Like a rugby tackle. Maybe minimum five zombies present before it can be used? {{User:Misanthropy/Sig}} 18:20, 8 February 2011 (UTC)
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| :Maybe the limit should be for zeds inside AND outside. Not trying to make it OP, just to make it a decent counter to the beachhead tactic {{unsigned|Laffayette|18:34, 8 February 2011}}
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| How does one tell how much HP a zed has left without first attacking them? --{{User:Axe Hack/Sig}} 18:29, 8 February 2011 (UTC)
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| I'd support this if it was somewhat limited (as Mis said). Perhaps a 50% chance of success, but obviously accounting for the same conditions for feeding drag. Flavour-wise, it could be explained by the strength of a zombie as opposed to a regular survivor.--{{User:Yonnua Koponen/signature}} 21:05, 8 February 2011 (UTC)
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| :I like Yonnua's add-on. But maybe make it possible on any number of zombies just less effective on lower numbers. Explanation could be that with fewer zombies it's easier for them to dodge your rush? Anyways balance is balance logical or not. Possibly do it as 1-5 zombies have a 30% chance 6-10 zombies have a 40% and 11 or more zombies have a 51% chance. Also just a thought if you fail on pushing a zombie out you take some health damage. Which could also depend on zombie numbers, not sure on the numbers that'd be fair but if you succeed the zombie also has to stand back up outside.{{User:Mazu/sig}} 00:35, 9 February 2011 (UTC)
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| ::Variable percentage might work (like cadeblocking, but in reverse), but health damage and forcing the zombie to stand up are a bit sketchy, imo.--{{User:Yonnua Koponen/signature}} 08:30, 9 February 2011 (UTC)
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| :::Well charging into a crowd of zombies wouldn't end well in a real world zombie apocalypse but there wouldn't be a limitless source of generators either.. In any case. I'd say adding a tad bit of risk to doing it is fair. The standing up is just a thought, possibly have it so only 5AP without ankle grab is spent and 1 AP with ankle grab? As it's not quite as damaging for a zombie as getting shot to death.{{User:Mazu/sig}} 04:29, 10 February 2011 (UTC)
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| :::Cool. It looks like this is getting support. I'm all for the percent being low with fewer zombies and increasing with zombie hordes. So, now what happens?
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| ===Sleep=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' --[[User:Scvideoking|Scvideoking]] 22:47, 6 February 2011 (UTC)scvideoking | | |'''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:''' Tweak | | |'''Type:''' Survivor Item |
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| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
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| |'''Description:'''A new in-game concept where it would take a lot of work but hear me out.A new button would appear at all locations.When asleep a survivor gains '''1 AP per 15 minutes''',but they get the same screen for when they run out of AP.there would be a button saying wake up instead of being able to do nothing.They are easier to hit by anyone. | | |'''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. |
| -When in a building the description would list people asleep EX:Urbandead,Bob,sally,and tom are all asleep in various places of the building.
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| These players would have an extra 20% chance to get attacked by all other urbandead players.
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| what do you think? '''may be a dupe and my extreme and most sincere apoliges to the disscussion below me for necrotech adrenaline shots I didnt mean to delete you post'''
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| |} | | |} |
| ====Discussion (Sleep)==== | | ====Discussion (Drone)==== |
| Tinkering with APs is generally a bad idea. Also, this one would only help survivors, and would always be the best option unless you sleeping in a mall with a lot of PKers running around or in immediate danger of being overwhelmed by zombies. --{{User:Spiderzed/Sandbox/Sig}} 23:57, 6 February 2011 (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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| [[PR_Skill_New:_Survivor:_Civilian#Untroubled_Sleep_.28Extra_AP.29|Peer Reviewed Dupe]]. Also, I fixed your accidental deletion of the suggestion at the bottom. --{{User:Axe Hack/Sig}} 00:07, 7 February 2011 (UTC)
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| Sleep is already a function of the game. Survivors with 0 AP are asleep. Read the game text again. {{User:Misanthropy/Sig}} 13:20, 7 February 2011 (UTC)
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| ===NecroTech adrenaline shot=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:BlackDragon2026|BlackDragon2026]] 22:11, 6 February 2011 (UTC) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' new item | | |'''Type:''' New item |
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| |'''Scope:''' survivors | | |'''Scope:''' Survivors |
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| |'''Description:''' Another product created by NecroTech, this needle contains chemicals, hormones, and other fun stuff that opens up different synapses, and gives the user 5 AP's. However,each use of the shot degraded the persons health( -5 HP) and when it was discovered that overuse could lead to death, the FDA insisted that NecroTech install a simple blood reader on all adrenaline shots. The blood reader will see if the user has taken the shot in the last 12 hours, if so, then the item will not allow the shot to be administrated to the user. | | |'''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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| ====Discussion (NecroTech adrenaline shot)====
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| Why do people never think of death-cultists when they propose health degradation as trade-off for AP boosts? Cultists want less health and moar APs all at the same time. --{{User:Spiderzed/Sandbox/Sig}} 23:55, 6 February 2011 (UTC)
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| [[Suggestions/RejectedMarch2006#Adrenaline_Syringe|Rejected and possible Dupe.]] --{{User:Axe Hack/Sig}} 23:58, 6 February 2011 (UTC)
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| Explain why the FDA are tinkering with English products. {{User:Misanthropy/Sig}} 13:21, 7 February 2011 (UTC)
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| ===THE JOURNEY BACK===
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| {|
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| |'''Timestamp:''' [[User:Laffayette|Laffayette]] 01:51, 6 February 2011 (UTC)
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| |'''Type:''' Skill Change
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| |'''Scope:''' Brainrotters who wish to became fully human again
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| |'''Description:''' The main goals of this suggestion are:
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| # To make brain rot reversible
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| # To do so in a way that does not trivialize this reversal
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| # To add fun game mechanics that help with 2
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| So, the suggestion:
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| If a human with brain rot so wishes, he can go to a NT and receive a treatment (presumably, from a player with NecroNet Access) so that he can start a "quest" to lose brain rot
| | 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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| The quest might be:
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| * Gain 500 XP points without dying (the ingame justification would be like Physical therapy for Alzeihmers: The guy is learning to make his brain work again)
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| * Kill 10 rotters without dying (the ingame justification would be some substance in the rotters brain, that the player is collecting, possibly with the help of a DNA extractor)
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| * Stay alive for 2 months (without inactivity) and find the doctor who started the treatment, so he can finish it (the ingame justification would be that this is the way treatment works. Would be way more fun if it wasn't possible to coordinate using other means)
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| * Some other fun idea
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| After the quest is completed, the player looses Brain Rot, and Flesh Rot becomes inactive till he buys Brain Rot again }
| | Q: If it wastes AP, what is the point? |
| ====Discussion (THE JOURNEY BACK)====
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| Hate the idea personally. You buy the rot you don't go back, it is a commitment for a reason. Besides most players who get the rot have a survivor alt or at least one that doesn't have the rot.{{User:Mazu/sig}} 05:44, 6 February 2011 (UTC)
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| I like the idea of a quest system but not if the only reward is that I get brain rot reversed. Also, the tasks presented seem more difficult than actually going to RRPs when you become dead and want to be alive again. {{User:Vapor/sig}} 07:18, 6 February 2011 (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. |
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| Having a huge (perhaps disproporcionate) cost to get rot reverse is kinda the point. [[User:Laffayette|Laffayette]] 07:28, 6 February 2011 (UTC)
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| | Please give your thoughts. |
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| ===Symbol Tag===
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| {|
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| |'''Timestamp:''' --[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 18:00, 30 January 2011 (UTC)
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| |'''Type:''' Flavor
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| |'''Scope:''' Spraycans
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| |'''Description:''' When graffiting [[Borehamwood#Distinct_Features_of_Borehamwood|"a bloodied eye"]] onto a wall in [[Borehamwood]], [http://img266.imageshack.us/i/36738052ls1.png/ an actual image of a bloodied eye showed up]. And post-apocalyptic fiction includes examples of religious or political symbols in graffiti. Why not apply that to Malton?
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| Spraypainting the following text will yield the following symbols:
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| *{{udspan|Someone has spraypainted ''a circle-a'' here.}} becomes {{udspan|Someone has spraypainted a large Ⓐ here.}}
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| *{{udspan|Someone has spraypainted ''a hammer and sickle'' here.}} becomes {{udspan|Someone has spraypainted a large ☭ here.}}
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| *{{udspan|Someone has spraypainted ''a crucifix'' here.}} becomes {{udspan|Someone has spraypainted a large † here.}}
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| Any other ideas for symbols?
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| |}
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| ====Discussion (Symbol Tag)====
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| A better approach would be for some sort of tags (say asterisks) to cancel the italics in spraying - so "*a hammer and sickle*" would come up as {{Udspan|Someone has spraypainted a hammer and sickle here.}} instead of {{Udspan|Someone has spraypainted ''a hammer and sickle'' here.}} {{User:Misanthropy/Sig}} 19:06, 31 January 2011 (UTC)
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| :Ooo, ooo! You know, I was always curious about the bloodied eye, and now that I saw it I don't like it. Bummer. Neither do I like the other images, they comlpletely break the look of the game (even with UDTool running). I'd like smaller, black-and-green (or something else, similar to the UD look) symbols instead, which look like they were actually painted on the wall (like the circle-a). Misanthropy has a nice idea, too. I'm fond of spraypainting... erhm, 'something'... all around town, having it merge with the block description would be plain AWESOME. {{User:Monstah/Sig}} 04:21, 1 February 2011 (UTC)
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| ::Yeah, the pictures I did were a little stopgap. I would assume that a finalized version would include include more..."blendy" pictures. Or maybe ASCII characters? Like if you type in, "a circle-a" it comes up as {{udspan|Someone has spraypainted a large Ⓐ here.}} without the italics. I believe that there are ASCII crosses, hammers and sickles, and a variety of other political/religious symbols to choose from. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 14:07, 1 February 2011 (UTC)
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| :::That would win you an internets, sir. {{User:Monstah/Sig}} 23:30, 2 February 2011 (UTC)
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| ::::Look what I found: ☭, †. {{udspan|Someone has spraypainted a large ☭ here.}} {{udspan|Someone has spraypainted a large † here.}} ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 17:26, 6 February 2011 (UTC)
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| ----
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| ===Yet another fire suggestion===
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| {|
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| |'''Timestamp:''' --[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 02:46, 27 January 2011 (UTC)
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| |-
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| |'''Type:''' New feature
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| |'''Scope:''' Buildings
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| |'''Description:''' When a generator is destroyed, a fire starts. There are five levels for a fire, going from one to five. A building on fire has this message added to its description: {{udspan|There is a <nowiki>[minscule/small/medium/large/blazing]</nowiki> fire in the building.}} A building on fire cannot be scouted as a safehouse, for obvious reasons. Every action taken in a flaming building takes away 1 HP per level of fire (like a location-based infection; a level 3 fire would take 3 HP per action), except with Fire Safety (see below). Fire increases by one level every 30 minutes. Once the fire passes level 5, the building is ruined. The fire stops, and has a 12.5% chance of spreading to each adjacent building.
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| A new item, Fire Extinguisher, would be found at Fire Departments, Mall Hardware Stores, and Fort Storehouses. Fire Extinguishers, when used, would have a 30% chance of reducing fire by one level. They are one time use only. Each successful use yields 5 XP. Firefighting (see below) would increase this change to 75%.
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| The fire skill tree (Civilian class) would be:
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| *Fire Safety - negates all fire damage.
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| **Firefighting - increases fire extinguisher accuracy to 75%.
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| And of course, the firefighting class would now get Firefighting on start.
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| |} | | |} |
| ====Discussion (Yet another fire suggestion)==== | | ====Discussion (Backpack)==== |
| I'm sure building fire is a dupe. I'll see if I can find it... --{{User:Axe Hack/Sig}} 02:56, 27 January 2011 (UTC)
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| :Yep, it's a [[PR_Malton#Fire.21|dupe]]. Almost as old as the game itself. {{User:Vapor/sig}} 05:17, 27 January 2011 (UTC)
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| :Why thank you Vapor. --{{User:Axe Hack/Sig}} 06:04, 27 January 2011 (UTC)
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| ::Yeah, I know. I'm trying to improve the concept by making a better version of Fire. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 00:14, 28 January 2011 (UTC)
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| How do the levels grow? {{User:Misanthropy/Sig}} 02:57, 27 January 2011 (UTC)
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| :Meant to add that. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 00:14, 28 January 2011 (UTC)
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| Does fighting fire grant XP? Fireman class already starts with axe profeciency. Don't take it away. How many uses does a fire extinguisher Have? Nail down the details and don't be too suprised if it is a dupe. I know for sure it has come up in DS before though it didn't leave it. I like the idea of burning buildings but this suggestion needs work. {{User:Vapor/sig}} 03:22, 27 January 2011 (UTC)
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| :Working on it. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 00:14, 28 January 2011 (UTC)
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| Great idea. But annoying to have to carry an extra inventory item - perhaps minscule/small fires wouldn't require an extinguisher. Any bigger and you'd be told that ''fire is too big to put-out without extinguisher'', or whatever.
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| Also, would prefer if extinguishers ran out in a similar way to spray-cans, rather than being one use only. Otherwise, even a skilled-firefighter would require many 'guishers to put out a large fire = annoying to search for, and carry. Stinguishers would be a nice melee weapon addition too.
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| Also fire should increase in size much slower. Every 30 minutes would suck. Perhaps the same rate as ruin-repair. And 3AP to attempt to put-out a fire sounds shitty. Changing % of success surely better than costing more AP.
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| Also what would happen to someone sleeping in a burning building? --{{User:Lady Clitoria/Sig}} 12:07, 6 February 2011 (UTC)
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| ==Suggestions up for voting==
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| The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
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| ''No suggestions from here are currently up for voting.''
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| ''No suggestions from here are currently up for voting.''
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