Suggestion:20100608 Generator Damage: Difference between revisions
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'''Note:''' The "fuel leak" chance would only occur when the generator drops a damage level, e.g. from damaged to badly damaged, damaged to destroyed. | '''Note:''' The "fuel leak" chance would only occur when the generator drops a damage level, e.g. from damaged to badly damaged, damaged to destroyed. | ||
'''Note:''' The "attackers" referred to in the 3rd and 4th lines are attackers of the generator. | '''Note:''' The "attackers" referred to in the 3rd and 4th lines are attackers of the generator. | ||
'''Note:''' None of the pitfalls of auto-attacking as laid down by the "Topics to Avoid and Why" section have been violated or even apply to this situation | |||
====Voting Section==== | ====Voting Section==== | ||
{{SugVoteBox}} | {{SugVoteBox}} |
Revision as of 23:42, 8 June 2010
20100608 Generator Damage
Warbird108 02:10, 8 June 2010 (BST)
Suggestion type
Generators should be altered to create a variety of logical, albeit not yet implemented, effects.
Suggestion scope
Survivors and zombies, buildings
Suggestion description
Generators are like candy to zombies. Aside from drinking up AP to destroy them that could just as well be used to down survivors, there are absolutely NO detrimental effects to zombies as a result of attacking generators; likewise to any destructive survivors. I propose that generators, when reduced to damaged status, should have a chance to douse the attacker or attackers in fuel (if fueled up), with a 30% chance to do so. In addition, when destroyed, the generator would have a 10% chance to explode (again, it would have to have fuel in its tank), dealing 5 points of damage to all attackers still present in the building, or 15 to any attackers doused in fuel. Supplementing this change, any generators damaged beyond dented would, instead of showing a solid yellow color on the building block, would have a striped yellow/light grey color, to indicate flickering/intermittent lights. This would be a red flag for survivors with toolkits/FAKs to alert them to a recent zombie incursion, and let them know that aid is probably needed/there is hostile zombie activity in the area; it would also let zombies see that their brethren most likely recently led an attack on the building, and that there are bound to be injured survivors/weakened barricades at the designated block.
Note: The "fuel leak" chance would only occur when the generator drops a damage level, e.g. from damaged to badly damaged, damaged to destroyed. Note: The "attackers" referred to in the 3rd and 4th lines are attackers of the generator. Note: None of the pitfalls of auto-attacking as laid down by the "Topics to Avoid and Why" section have been violated or even apply to this situation
Voting Section
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Keep Votes
- Keep It would be pretty silly if I voted no to my own suggestion, eh? Warbird108 02:20, 8 June 2010 (BST)
Kill Votes
- Kill Nerfing something that is in no way unbalanced, especially when it hurts the underpowered side in the game. 02:15, 8 June 2010 (BST)
- Kill - As others said, auto-attacks are a bad idea (as would have been pointed out to you on DS), and there's no reason to nerf the ability to kill generators. The very fact that they suck up AP to kill is the point (and don't forget about dark buildings, where killing gennies makes killing survivors harder). Also, the striped background idea sounds like a visual nightmare to me since you have text overlaying it (not to mention that it'd require Kevan overhauling the way the blocks are displayed, since he'd have to switch to using images instead of just straight-up HTML code). —Aichon— 03:08, 8 June 2010 (BST)
- Kill - Gives a free lunch to engineers. They already gain a vast advantage while one is set up, don't make it easier to generate generators than it is to smash them. --VVV RPMBG 03:49, 8 June 2010 (BST)
- Yeah, as Misanthropy, don't nerf what ain't imba. -- 04:07, 8 June 2010 (BST)
- How does the generator differentiate between "attackers" and everyone else in the room? If 50 zombies and 50 survivors are in the room, and a zombie attacks the generator, do all 50 zombies get hit and no survivors? If a survivor attacks the generator, do all 50 survivors get hit and no zombies?--Pesatyel 04:11, 8 June 2010 (BST)
- kill well more take it to DS really. I could get behind a slim chance of the generator exploding/short circuiting each time it is damaged but not as an area effect. --Honestmistake 16:17, 8 June 2010 (BST)
Spam/Dupe Votes
- Spam You didn't define "attackers" at all, and auto-attacks (even by generators) suck. Should have gone to DS. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:39, 8 June 2010 (BST)
- Re: The "attackers" mentioned in the suggestion were thought to be implied as the attackers of the generator. I guess I didn't clarify. Warbird108 02:55, 8 June 2010 (BST)
- So anyone who hits a generator and sleeps with it winds up getting hit when it blows? What if they run away and return? How long is this data stored? What if it's repaired, then destroyed? Auto attacks still suck; that and many of those questions would have been given on DS. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:24, 8 June 2010 (BST)
- As far as I see, none of the auto-attack pitfalls have been violated in this suggestion, as given by the "Topics to Avoid" section. --Warbird108 00:39, 9 June 2010 (BST)
- So anyone who hits a generator and sleeps with it winds up getting hit when it blows? What if they run away and return? How long is this data stored? What if it's repaired, then destroyed? Auto attacks still suck; that and many of those questions would have been given on DS. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:24, 8 June 2010 (BST)
- Re: The "attackers" mentioned in the suggestion were thought to be implied as the attackers of the generator. I guess I didn't clarify. Warbird108 02:55, 8 June 2010 (BST)
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