Suggestion:20090208 Nightvision (zombie skill): Difference between revisions
Line 38: | Line 38: | ||
#'''Keep''' [[User:Devon lobham|Devon lobham]] 14:22, 8 February 2009 (UTC) | #'''Keep''' [[User:Devon lobham|Devon lobham]] 14:22, 8 February 2009 (UTC) | ||
#'''Keep''' --[[User:Drugsanimudongs|Drugsanimudongs]] 18:06, 8 February 2009 (UTC) | #'''Keep''' --[[User:Drugsanimudongs|Drugsanimudongs]] 18:06, 8 February 2009 (UTC) | ||
#'''Keep''' This makes sense role-playing-wise. Also, it does adress the needed incentive to destroy generators. I don;t see this unbalancing the game in any signifigant way. You have to buy the skill AND pay an AP cost to use it. If it did unbalance the game, that would probably be a good thing. The survivors are doing far too well. --[[User:Fenian|Fenian]] 16:31, 9 February 2009 (UTC) | |||
'''Kill Votes''' | '''Kill Votes''' |
Revision as of 16:31, 9 February 2009
20090208 Nightvision (zombie skill)
Devon lobham 14:12, 8 February 2009 (UTC)
Suggestion type
Skill
Suggestion scope
Zombies
Suggestion description
A purchasable skill which enables zombies to see in unpowered dark buildings. They can see the complete room description and their attack rates aren't halved.
To balance the amount of effort a survivor needs to find a generator and its fuel then install it in a dark building, zombies with this skill don't see in darkness immediately. Instead, they have to use an action, probably called "Adapt Vision" which costs 5 AP and shows a text which goes something like:
Standing where you are, you scan the pitch-black room back and forth until you gradually recognize shapes.
It's implied ingame that zombies have to take time to adjust their pupils, the way your pupils gradually adapt to tolerable darkness.
This skill also will only compensate for a quarter of the original attack rate.
Currently the dark building feature actually makes zombies benefit from a generator and puts them at a loss in the absence of it. This is a paradox since it's humans who should be needing this sophisticated item anyway, not walking corpses. Implementing this skill will once again encourage zombies (or at least the ones who's purchased this skill) to destroy generators.
Also, while survivors can (in theory) immediately address a dark building problem by placing a fueled generator, zombies can't do such.
Roleplay-wise, it can be said that zombies have spent so much time out in darkened streets that their visual senses become fine-tuned to darkness.
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
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
- Keep Devon lobham 14:22, 8 February 2009 (UTC)
- Keep --Drugsanimudongs 18:06, 8 February 2009 (UTC)
- Keep This makes sense role-playing-wise. Also, it does adress the needed incentive to destroy generators. I don;t see this unbalancing the game in any signifigant way. You have to buy the skill AND pay an AP cost to use it. If it did unbalance the game, that would probably be a good thing. The survivors are doing far too well. --Fenian 16:31, 9 February 2009 (UTC)
Kill Votes
- Kill Unless we're giving flashlights to survivors (and I don't want that) then this skill is an unfair advantage for zombies --Mkgeeeeze 16:39, 8 February 2009 (GMT)
- Strong Kill - Entirely unfair, and utterly idiotic. Nerfs survivors by giving zombies advantages in the dark. What are they, cats?-- THELORDGUNSLINGER 22:08, 8 February 2009 (UTC)
- Kill Negates any tactical use of dark buildings. They'd instantly become abandoned. --A Big F'ing Dog 02:07, 9 February 2009 (UTC)
- Kill As Big F'ing Dog --Explodey 11:23, 9 February 2009 (UTC)
Spam/Dupe Votes
- Spam - Really? This TOTALLY creates an unbalance between survivors and zombies. Also as Big F'ing Dog. Please for the love of God, run this shit through Developing Suggestions and actually pay attention to what people comment on it!!--SirArgo Talk 02:24, 9 February 2009 (UTC)
- 'Spam - Unlike the shrill, frothing voters above (particularly GS, sheeeeeeesh, man) I'll say that I think you've got the problem right. Dark buildings are awful for zombies, biggest zombie shaft ever. However, your solution is clumsy and horribly unbalanced: for very little AP zombies could completely negate the penalties, and that's not in any way balanced. I do echo the others in asking, "Why the fuck didn't you run this through Talk:Suggestions, for chrissake". --WanYao 05:19, 9 February 2009 (UTC) btw GS.... zombies are predators... they also have a skill called "Scent Death"... there are many reasons to think that they would not be as adversely affected by darkness as the living. No... not cats... but not crippled by the dark, either. I guess you only role play a smart person in an online game, nuh? --WanYao 05:23, 9 February 2009 (UTC)
- Spam - as SirArgo. Linkthewindow Talk 05:28, 9 February 2009 (UTC)
- Spam - Argo, this WAS on Developing Suggestions, he just didn't listen. Oh, and this isn't the solution we're looking for. --Blake Firedancer T E RNL? P.I.S.I.T. 07:57, 9 February 2009 (UTC)
- Non-author RE moved to talk Linkthewindow Talk 08:40, 9 February 2009 (UTC)
Voting Rules | ||
Advice to Suggesters
Advice to Voters
| ||
Rules for Discussions
Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss the suggestion or vote here, please use this page's Talk page (Suggestion talk:20090208 Nightvision (zombie skill)). Suggestions do not have to be submitted in order to discuss them. Developing Suggestions can be used to workshop possible suggestions before they are submitted. | ||
Valid Votes
| ||
Invalid Votes
| ||
Comments
| ||
All Caps
Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters. | ||
VOTING EXAMPLES
Keep Votes
Kill Votes
Spam/Dupe Votes
|