Suggestion:20081227 Walkie Talkie: Difference between revisions
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Walkies can either be powered or unpowered. Only powered walkies can be used to transmit messages, and only powered walkies will receive messages. Each time you use a walkie there is a random chance of it becoming unpowered, like a spray can getting used up. However unlike a spray can, an unpowered walkie stays in your inventory. | Walkies can either be powered or unpowered. Only powered walkies can be used to transmit messages, and only powered walkies will receive messages. Each time you use a walkie there is a random chance of it becoming unpowered, like a spray can getting used up. However unlike a spray can, an unpowered walkie stays in your inventory. | ||
To repower a walkie you would need a | To repower a walkie you would need a [http://acsspirit.com/motorolabusinesstwoway/chargers.htm walkie charger]. This item would be found in the same places as walkies, and could be set up in buildings. In buildings containing a running generator and a walkie charger players could click on individual unpowered walkies to recharge them for 10AP. | ||
So what's the point? The purpose is to send short messages to people in your immediate area, while remaining mobile. Unlike radios or cell phones you can't talk endlessly because you'll use up your battery. Walkie power would need to be conserved like ammunition. | So what's the point? The purpose is to send short messages to people in your immediate area, while remaining mobile. Unlike radios or cell phones you can't talk endlessly because you'll use up your battery. Walkie power would need to be conserved like ammunition. | ||
Why not use radios, cell phones, or metagaming? Swiers' [[ | Why not use radios, cell phones, or metagaming? Swiers' [[Suggestion:20070711_Walkie_Talkie|already approved suggestion]] explains that already. In a nutshell what you get is: | ||
*Ability to contact strangers (radio frequencies require prior agreement on channel, cell phones require you be contacts) | *Ability to contact strangers (radio frequencies require prior agreement on channel, cell phones require you be contacts) | ||
*Relevance - It's close to you, not from someone six suburbs away | *Relevance - It's close to you, not from someone six suburbs away |
Revision as of 06:28, 27 December 2008
20081227 Walkie Talkie
A Big F'ing Dog 02:34, 27 December 2008 (UTC)
Suggestion type
Item
Suggestion scope
Survivors
Suggestion description
Hello everyone. First off before you Dupe, I know walkie talkies have already been suggested and are peer viewed. Here it is. What I am suggesting is not the idea of walkie talkies themselves but a specific way of limiting their power, and thus improving on the base concept already in peer review.
Walkie talkies would be a portable item found mainly in firestations, and rarely in PDs and mall tech stores. WTs let you broadcast a message two blocks, to cover a 5x5 area. Everyone with a *powered* walkie within range will hear your message.
Walkies can either be powered or unpowered. Only powered walkies can be used to transmit messages, and only powered walkies will receive messages. Each time you use a walkie there is a random chance of it becoming unpowered, like a spray can getting used up. However unlike a spray can, an unpowered walkie stays in your inventory.
To repower a walkie you would need a walkie charger. This item would be found in the same places as walkies, and could be set up in buildings. In buildings containing a running generator and a walkie charger players could click on individual unpowered walkies to recharge them for 10AP.
So what's the point? The purpose is to send short messages to people in your immediate area, while remaining mobile. Unlike radios or cell phones you can't talk endlessly because you'll use up your battery. Walkie power would need to be conserved like ammunition.
Why not use radios, cell phones, or metagaming? Swiers' already approved suggestion explains that already. In a nutshell what you get is:
- Ability to contact strangers (radio frequencies require prior agreement on channel, cell phones require you be contacts)
- Relevance - It's close to you, not from someone six suburbs away
- Less spam - Less range also means not hearing every jackass in the city, only jackasses in your immediate area.
- Mobility - Radios/phones require you be in a powered/transmitter equipped building, and that your suburb have a transmitter. Not too good if you're on the go, or in a dangerous suburbs where powered buildings get ruined fast. There's a reason in real life that police and firemen use walkie talkies during operations, and not ham radios or cell phones or AIM. That same reason applies here.
What this suggestion adds to the approved one is:
- Even less spam - Limited battery means spammers use up their charge fast.
- Ties it to generators - Balances it out. No free power. Transmitters and cell phones need a running generator. This doesn't need a currently running generator, but requires that you have spent 10AP per walkie while one was running.
- Makes power a finite resource - Like ammunition you'd need to store up walkie power, and be smart about when to use it.
Voting Section
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The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote. |
Keep Votes
- Keep Not a dupe! This is the old suggestion. Its creator, Swiers, approved of these additions while I developed it. You can read all the debates here. This adds a great deal to balance the walkie talkie concept, making it more likely to maybe, possibly, perhaps get implemented. Thank you for reading it all - I know it is long, but I try to be succinct and clear as possible. Please feel free to ask any questions. --A Big F'ing Dog 02:37, 27 December 2008 (UTC)
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