Suggestion:20090409 NT Ruins Ruin Rotter Revives: Difference between revisions
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#'''Kill with fire''' - That's just a risk the zombie will have to take if they sleep in the Necrotech. {{User:Speels/Sig}} [[User:Speels|Speels]] 21:05, 10 April 2009 (BST) | #'''Kill with fire''' - That's just a risk the zombie will have to take if they sleep in the Necrotech. {{User:Speels/Sig}} [[User:Speels|Speels]] 21:05, 10 April 2009 (BST) | ||
#'''Kill''' - Just stand up, walk back in, and jump. It's that simple. --[[User:Rude Sykes|Rude Sykes]] 21:08, 10 April 2009 (BST) | #'''Kill''' - Just stand up, walk back in, and jump. It's that simple. --[[User:Rude Sykes|Rude Sykes]] 21:08, 10 April 2009 (BST) | ||
#'''Kill''' - First, I don't know why the kill votes are going on about realism. We have to keep it exactly like the last time we had a zombie apocalypse, right? Also, I don't know why RRF is voting against this, as seen by Johnny Bass' and Moloch's votes. I was part of a Kilt Store team that retook the Blackmore NT last month, and we killed every zombie in there, for very good reasons. This could decrease the number of death cultists that they utilize. Also, this is being proposed by a member of a griefer group that is too weak to hold even a single building unless the very game is changed. Couldn't even get that one building without the Mall Tour... Good job, guys. --[[User:Shank Case|Shank Case]] 21:10, 10 April 2009 (BST) | |||
'''Spam/Dupe Votes''' | '''Spam/Dupe Votes''' |
Revision as of 20:10, 10 April 2009
20090409 NT Ruins Ruin Rotter Revives
Stepdown 19:51, 9 April 2009 (BST)
Suggestion type
Improvement - Buildings
Suggestion scope
Brain rotted zombies inside ruined NT buildings
Suggestion description
You are inside a ruined NT Building. The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories. The laboratories have been ruined, with broken equipment smashed to the floor. A thin layer of dust covers the debris. The floor is flecked with dried blood.
At the moment simply installing a generator in a ruined NT building allows you to revive a brain rotted zombie. I would suggest that a powered NT building would also need to have the laboratories and equipment required to revive a rotter in tact as well as a power source, it would seem more believable to me that you would need to repair the building before you would be able to revive a zombie.
My suggestion is that zombies with brain rot cannot be revived within a ruined NT building.
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 - It is currently nearly impossible for zombies to hold an NT building due to combat reviving. This change would force humans to fight the rotters rather than revive if they want an NT building back. --M4rduK 20:19, 9 April 2009 (BST)
- Keep - Equipment functioning in a ruined building never made any sense anyways. --Johnny Bass 20:44, 9 April 2009 (BST)
- Keep - As Johnny Bass. --Papa Moloch 20:59, 9 April 2009 (BST)
- Keep - The title is a rather good alliteration. The suggestion attached to it isn't bad either. -- Cheese 21:22, 9 April 2009 (BST)
- Keep - It is strongly recommended that voters justify their vote. Keywords = "Strongly" "Recommend"--Mr. Angel, Help needed? 21:30, 9 April 2009 (BST)
- Keep - Shy author finally votes --Stepdown 23:34, 9 April 2009 (BST)
- Keep - Tired of magic kill button survivors get in powered NTs. --Bob Boberton TF / DW 00:04, 10 April 2009 (BST)
- Keep - It nerfs nothing (survivors can still kill zombies how Kevan intended), yet removes an annoyance to those that wish to play as a zombie. --Roorgh 00:33, 10 April 2009 (BST)
- Keep - Whaaaat? I thought this was already the case. Now I must make it happen! >=[ DANCEDANCEREVOLUTION (TALK | CONTRIBS) OFFLINE 02:56, 10 April 2009 (BST)
- Keep - Fair and balanced. -- . . <== DDR Approved Editor 03:28, 10 April 2009 (BST)
- Keep - "Ruined" implies things don't work.--Necrofeelinya 04:26, 10 April 2009 (BST)
- Keep - It fights combat reviving, but not in some sort of ridiculously overpowered way, and it makes sense that reviving a zombie with brain rot would need both power and organized equipment. Even as a survivor, I really like this idea. --Fujiko Mine 06:21, 10 April 2009 (BST)
- Keep - No zombie at full AP can take down 5 survivors so why should a survivor be able to potentially bring down 5 zombies? It balances the One-Survivor-Powerhouse. Furthermore, brain cells are incapable of repair. We start out with a finite amount and lose them steadily in our lifetime. Brain Rot essentially accelerates this process and turns a functioning being into a quasi-sentient zombie. It is inconceivable to think injecting a serum would reverse this because it is not a disease but a natural process. --DTangent 11:16, 10 April 2009 (BST)
Kill Votes
- Kill with fire I am strongly against any type of suggestion that makes brainrot even easier. If you don't want to be revived then purchase the rot and keep clear from NT's. It honestly isn't that hard.--Thadeous Oakley 20:02, 9 April 2009 (BST)
- Kill Nope not needed. --mo ヽ(´ー`)ノ MCM MOB DB 20:18, 9 April 2009 (BST)
- Kill As Oakley -- Conner Martel 20:54, 9 April 2009 (BST)
- Kill - As I explained on DS, I don't think this would be more believable than the current situation. Also, I like being Combat Revived in ruined NTs. --Midianian¦T¦DS¦SP¦ 21:48, 9 April 2009 (BST)
- grudging kill While I do so hate my rotter being revived i feel this is pretty harsh on those folk who rotter revives were invented for (rotters who change their mind) at most it should be a chance the revive fails rather than a blanket ban. In any event I still find actual combat revives while trying to clear the building to be the real problem!--Honestmistake 23:18, 9 April 2009 (BST)
- Kill with fire - per the other kill voters, especially Thad and Mid. Linkthewindow Talk 00:02, 10 April 2009 (BST)
- Kill - It's hard enough now to keep a rot revive point open, plus this little loophole makes a zombie end-game almost impossible -- boxy talk • teh rulz 02:04 10 April 2009 (BST)
- Kill - As per the other kill votes it's just not needed if the lights are on the machinery should work, ruin should be structural not functional. --MoonShine 08:29, 10 April 2009 (BST)
- Re: - If the laboratories have been ruined, with broken equipment smashed to the floor then this is very much functional, the suggestion is that the NT should be treated like a normal building in this case. The argument against this in discussion didn't convince many --Stepdown 11:18, 10 April 2009 (BST)
- Kill - Thats the risk a zombie takes by staying in a NT. --Pvt human 08:32, 10 April 2009 (BST)
- Kill - It's harmful to rotters who actually want to be revived and the genny is portable. When the lights go out in a real hospital or house, portable gennies are frequently used to provide power after natural disasters or power failures. Ruin doesn't mean the bldg can't be used at all, if it were, ruin would be permanent. It would also facilitate griefing certain zombie groups who simply want to camp in Necrotech buildings. *cough* Extinction *cough* --Calista griffin 08:42, 10 April 2009 (BST)
- Re: - This doesn't suggest the building couldn't be used at all, you would still be able to search through the rubble and smashed equipment for useful equipment like syringes. The difference is that as the laboratories and equipment that differentiate the NT from a normal building has been smashed, I can't see why rotter revives are treated differently. As I mentioned in discussion, not sure how holding NT buildings constitutes griefing either. --Stepdown 12:58, 10 April 2009 (BST)
- Kill - Same as the above, really. The ruins are structural rather than functional, so would have no affect on using a needle, in my opinion. -S Aline 09:04, 10 April 2009 (BST)
- Kill - There are game balance reasons why this wasn't done and should never be done. --Karekmaps?! 10:38, 10 April 2009 (BST)
- Kill - i understand your frustration, however, combat reviving is there to balance against the ?rise exploit, also the power of rotters to clog the revive ques at RPs is powerful enough, after all it takes just shy of 62 AP to kill a zed with a pistol (including searching, reloading, misses and hits against flesh rot) and just over 18 AP to revive a zed (including searching and using) thus a rotter outside of an NT cost 3.5 revives (or only 2 if the other zeds in the que kill him).--Jamoecw 13:56, 10 April 2009 (BST)
- Kill - Unneeded and unbalanced. Also, as Calista. Plus, it's unfair to people who want to run a rotted survivor in a red/gray zone. Combat revives are part of unlife, and are easily dealt with via the nearest window. Player-versus-player games work best when no side can "win". It's all about balance. --Violet Begonia Dean MCM MOB 15:06, 10 April 2009 (BST)
- Kill - While I appreciate the appeal to logic, you can't force the game to make complete sense. We've all been running on a universal suspension of disbelief since Day 1, that's half the fun. --Pickmansmodel 15:25, 10 April 2009 (BST)
- Kill - As Pickmansmodel and others. -- AHLGTG THE END IS NIGH! 16:56, 10 April 2009 (BST)
- Kill - playing a rotted survivor i know that it is extreamly hard to get him revived. even though this makes sense this would make it all but impossible to get a revive for rotted survivors. --Lt.G Deathnut | TheStayPuftMan 20:54, 10 April 2009 (BST)
- Kill with fire - That's just a risk the zombie will have to take if they sleep in the Necrotech. —Speels ♪ Hard Knock Life Speels 21:05, 10 April 2009 (BST)
- Kill - Just stand up, walk back in, and jump. It's that simple. --Rude Sykes 21:08, 10 April 2009 (BST)
- Kill - First, I don't know why the kill votes are going on about realism. We have to keep it exactly like the last time we had a zombie apocalypse, right? Also, I don't know why RRF is voting against this, as seen by Johnny Bass' and Moloch's votes. I was part of a Kilt Store team that retook the Blackmore NT last month, and we killed every zombie in there, for very good reasons. This could decrease the number of death cultists that they utilize. Also, this is being proposed by a member of a griefer group that is too weak to hold even a single building unless the very game is changed. Couldn't even get that one building without the Mall Tour... Good job, guys. --Shank Case 21:10, 10 April 2009 (BST)
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