User:Uberursa: Difference between revisions
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====Suggestions==== | ====Suggestions==== | ||
'''Road Flares''' | <Div align=left> | ||
'''[[Suggestion:20090807 Road Flares|Road Flares]]''' | |||
Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST) | Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST) | ||
Type: Item | Type: Item | ||
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Description: Ruined building with a generator will show up as white on the mini map, similar to the way a ruined building shows up as black/dark gray, an unpowered and repaired building shows up as gray, and powered buildings show up as yellow. | Description: Ruined building with a generator will show up as white on the mini map, similar to the way a ruined building shows up as black/dark gray, an unpowered and repaired building shows up as gray, and powered buildings show up as yellow. | ||
'''XP Hoarding''' | |||
Timestamp: | |||
Type: Mechanic change | |||
Scope: Maxed out or near maxed players | |||
Description: Players can only collect as much XP as they can use for buying skills. A TXP (total experience) would be kept somewhere on their profile page for those who wish to show off how much XP they have gained in total ever. | |||
Argument:While this would not fix any current in-game problems, it would make suggesting some changes easier. Case and point being the Rot cure suggestions that pop up, as this would help prevent abuse of such a system if it were implemented. In addition, it would make it a bit more interesting for level 43 players when a new skill came out as they would have to gain the XP needed to buy it. It would also stop people from making suggestions that drain your XP (or at least give an excuse for every voter to spice the mechanically separated ham). People with big egos get the TXP amount. Everyone wins! | |||
Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST) | Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST) | ||
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The flare lasts 48 hours once lit. They can be taken down and subsequently destroyed or disabled (removing batteries, smashing, etc.). NO OTHER EFFECTS. The interior of the building will remain the same as if it were not lit, except for the message that there are flares in the windows. A flare on the street can also be destroyed/disabled. Destroying flares provides 0 XP to survivors and 1 XP to zombies. | The flare lasts 48 hours once lit. They can be taken down and subsequently destroyed or disabled (removing batteries, smashing, etc.). NO OTHER EFFECTS. The interior of the building will remain the same as if it were not lit, except for the message that there are flares in the windows. A flare on the street can also be destroyed/disabled. Destroying flares provides 0 XP to survivors and 1 XP to zombies. | ||
{{NW Recon Map| | |||
user=UberUrsa| | |||
gender=male| | |||
Kempsterbank=1|West Grayside=1|Wyke Hills=4|Hollomstown=2|Lukinswood=1|East Becktown=1 | |||
}} |
Revision as of 03:35, 12 August 2009
Bacon is good for your soul. or your Barhah, whichever you prefer.Groups/AffiliationsNecroWatch technician If you happen to meet meI will destroy any generators I see in cinemas, clubs, or banks because they are useless. The inhabitants of such buildings will also get a lecture on why these building should be kept dark at all times. YOU HAVE BEEN WARNED. Petty opinionsALL cinemas, banks, and clubs should be kept dark at all times. Unless there is a party. and If I wasn't invited, then I may darken it out of spite. None of you can say you would do different.
SuggestionsTimestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST) Type: Item Scope: All unpowered buildings Description: Location: Auto Repair Shop (6% with lights;4% without lights; 1% in ruins) Fire Stations (5% with lights; 2.5% without lights; 1% in ruins), Mall Hardware Stores (6% with lights; 4% without lights; 1% in ruins),Police Departments (10% with lights; 5% without lights; 1% in ruins) Can be used to make it appear as if a building is lit on the mini map. This does not include when a survivor uses binoculars (the magnified vision allows them to see that it is not actually lit). These are LED flare lights, and thus do not have flames or fumes as a traditional road flare would. When standing outside the building the message There is a light flickering from inside the windows appears in the building description, when inside, the message There are road flares in the windows. If there is a generator in the building, the building's external description will ignore the flares as long as the generator is running. The internal description will indicate both the flares and the generator. They can also be lit and dropped on streets and outside buildings with the message There are lit road flares here. The flares will not be visible on the mini map when placed on the street, as they are hidden by low-lying debris. If someone lights a flare, the message XXX placed a flare behind the windows or XXX placed flares on the street appears (depending on the situation). The flare lasts 48 hours once lit. They can be taken down and subsequently destroyed or disabled (removing batteries, smashing, etc.). NO OTHER EFFECTS. The interior of the building will remain the same as if it were not lit, except for the message that there are flares in the windows. A flare on the street can also be destroyed/disabled. Destroying flares provides 0 XP to survivors and 1 XP to zombies. Powered Ruins Timestamp: Type: Mechanic change Scope: Ruined buildings Description: Ruined building with a generator will show up as white on the mini map, similar to the way a ruined building shows up as black/dark gray, an unpowered and repaired building shows up as gray, and powered buildings show up as yellow. XP Hoarding Timestamp: Type: Mechanic change Scope: Maxed out or near maxed players Description: Players can only collect as much XP as they can use for buying skills. A TXP (total experience) would be kept somewhere on their profile page for those who wish to show off how much XP they have gained in total ever. Argument:While this would not fix any current in-game problems, it would make suggesting some changes easier. Case and point being the Rot cure suggestions that pop up, as this would help prevent abuse of such a system if it were implemented. In addition, it would make it a bit more interesting for level 43 players when a new skill came out as they would have to gain the XP needed to buy it. It would also stop people from making suggestions that drain your XP (or at least give an excuse for every voter to spice the mechanically separated ham). People with big egos get the TXP amount. Everyone wins! Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST) Type: Item Scope: All unpowered buildings Description: Location: Auto Repair Shop (6% with lights;4% without lights; 1% in ruins) Fire Stations (5% with lights; 2.5% without lights; 1% in ruins), Mall Hardware Stores (6% with lights; 4% without lights; 1% in ruins),Police Departments (10% with lights; 5% without lights; 1% in ruins) Can be used to make it appear as if a building is lit on the mini map. This does not include when a survivor uses binoculars (the magnified vision allows them to see that it is not actually lit). These are LED flare lights, and thus do not have flames or fumes as a traditional road flare would. When standing outside the building the message There is a light flickering from inside the windows appears in the building description, when inside, the message There are road flares in the windows. If there is a generator in the building, the building's external description will ignore the flares as long as the generator is running. The internal description will indicate both the flares and the generator. They can also be lit and dropped on streets and outside buildings with the message There are lit road flares here. The flares will not be visible on the mini map when placed on the street, as they are hidden by low-lying debris. If someone lights a flare, the message XXX placed a flare behind the windows or XXX placed flares on the street appears (depending on the situation). The flare lasts 48 hours once lit. They can be taken down and subsequently destroyed or disabled (removing batteries, smashing, etc.). NO OTHER EFFECTS. The interior of the building will remain the same as if it were not lit, except for the message that there are flares in the windows. A flare on the street can also be destroyed/disabled. Destroying flares provides 0 XP to survivors and 1 XP to zombies.
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