Suggestion:20080901 Feeding Drag in Large Buildings: Difference between revisions
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#'''Keep''' - very well thought out. dont know if it will ever make it into the game but since it's so well thought out you get this keep. --[[User:Deathnut:deathnut|Lt.G Deathnut]]<nowiki> | </nowiki>[[User:deathnut:TheStayPuftMan|TheStayPuftMan]] 02:15, 2 September 2008 (BST) | #'''Keep''' - very well thought out. dont know if it will ever make it into the game but since it's so well thought out you get this keep. --[[User:Deathnut:deathnut|Lt.G Deathnut]]<nowiki> | </nowiki>[[User:deathnut:TheStayPuftMan|TheStayPuftMan]] 02:15, 2 September 2008 (BST) | ||
#'''Keep''' - I like it. A useful and fair suggestion, good sir. --[[User:Rude Sykes|A Kenyan Mangrove Crab]] 03:25, 2 September 2008 (BST) | #'''Keep''' - I like it. A useful and fair suggestion, good sir. --[[User:Rude Sykes|A Kenyan Mangrove Crab]] 03:25, 2 September 2008 (BST) | ||
#'''Keep''' - As I said in Talk:Suggestions, I'm not convinced this is necessary. However, I still like it. It's logical and it's good for ferals. Also... Axe Hack's Kill vote is actually one of the strongest arguments ''for'' this suggestion: they are all just one big room! EXACTLY! --[[User:WanYao|WanYao]] 03:34, 2 September 2008 (BST) | #'''Keep''' - As I said in Talk:Suggestions, I'm not convinced this is necessary. However, I still like it. It's logical and it's good for ferals. Also... Axe Hack's Kill vote is actually one of the strongest arguments ''for'' this suggestion: they are all just one big room! EXACTLY! --[[User:WanYao|WanYao]] 03:34, 2 September 2008 (BST) Grrr... Adding... I'd suggest that if all the doors are closed, you don't move at all and get a message like, "You see no way out" -- something simple. But I think moving to the open tile... No... bad idea, that ''is'' griefable... very, very griefable... But this tiny oversight doesn't change my vote. --[[User:WanYao|WanYao]] 03:44, 2 September 2008 (BST) | ||
'''Kill Votes''' | '''Kill Votes''' |
Revision as of 02:44, 2 September 2008
20080901 Feeding Drag in Large Buildings
Necrodeus T M! 20:48, 1 September 2008 (BST)
Suggestion type
Skill
Suggestion scope
Zombies with Feeding Drag
Suggestion description
Feeding drag allows a zombie with the skill to drag a survivor of less than 12HP outside the building, through an open door at the cost of 1AP. I propose that a zombie in a large building, who has made their way through the building, to do the same, at a cost of 2AP.
This will then deposit the zombie and survivor outside the open door, exactly the same as usual, with the difference that both would be a block away from where they started. In effect, this is similar to survivors dumping bodies outside a fort.
This makes sense from a gameplay point of view, because after all, a zombie is self aware enough to enter a building and move through it, it follows that the zombie is also intelligent enough to remember where thee exit is. In the event of more than one exit being open at the time, one is chosen at random to represent the zombie heading towards the first exit it notices.
This would be useful for feral zombies more than hordes, in the same way that feeding drag on it's own is more useful to ferals than hordes. It also fits into the nice flavour that Feeding Drag as a skill adds to the game.
Note that this has no practical application for griefing, any more than dumping a body from the fort has.
To recap, A zombie can use feeding drag in a large building, with the same effect and restrictions as usual, except that it costs 2AP and drags the survivor through the building and then out of it.
I think that's everything. Thanks to WanYao and Swiers for picking it apart, and everyone else on Talk:Suggestions
Voting Section
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Keep Votes
- Author Keep --Necrodeus T M! 20:48, 1 September 2008 (BST)
- Possible Keep What happens if the door has been shut? Are they dragged to the inside of block you entered from? --RosslessnessWant a Location Image? 21:31, 1 September 2008 (BST)
- Keep --Good Reasoning. LemonHead7t7 *̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡|͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|]]| ̡̡̡ ̡ ̡ ̴̡ı̴̴̡ ̡*̡͌l̡* Talk/PDA/Red Rum/MOB 21:59, 1 September 2008 (BST)
- Keep/Change - See Discussion page for changes. However, reasonable and in-genre suggestion. -- Galaxy125 23:08, 1 September 2008 (BST)
- Keep - Nice. I like it. -- Cheese 23:38, 1 September 2008 (BST)
- Keep - This is a good idea.--Karekmaps?! 01:19, 2 September 2008 (BST)
- Keep - I like it. --Papa Moloch 01:27, 2 September 2008 (BST)
- Keep - very well thought out. dont know if it will ever make it into the game but since it's so well thought out you get this keep. --Lt.G Deathnut | TheStayPuftMan 02:15, 2 September 2008 (BST)
- Keep - I like it. A useful and fair suggestion, good sir. --A Kenyan Mangrove Crab 03:25, 2 September 2008 (BST)
- Keep - As I said in Talk:Suggestions, I'm not convinced this is necessary. However, I still like it. It's logical and it's good for ferals. Also... Axe Hack's Kill vote is actually one of the strongest arguments for this suggestion: they are all just one big room! EXACTLY! --WanYao 03:34, 2 September 2008 (BST) Grrr... Adding... I'd suggest that if all the doors are closed, you don't move at all and get a message like, "You see no way out" -- something simple. But I think moving to the open tile... No... bad idea, that is griefable... very, very griefable... But this tiny oversight doesn't change my vote. --WanYao 03:44, 2 September 2008 (BST)
Kill Votes
- Not really too useful now, as buildings aren't submaps where you could walk around in. Right now, it's as if buildings are just one big room. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:53, 1 September 2008 (BST)
- Kill' I am with axe--Airborne88T|Z.Quiz|PSS 03:44, 2 September 2008 (BST)
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