Suggestion:20080925 Barricade Instability: Difference between revisions
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#'''Spam''' - you haven't provided any good reason for doing this, as even the role-play reasoning of ''wobbly'' is weak. Your strongest reason (''won't somebody please think of the newbs!'') is just cover for weakening 'cades for zombies. As it is, smart ferals form into smaller mobs, and a single zombie can take down and invade a VSB entry point in one 50AP day, no problem at all - and if they find bounty, their groan soon attracts their brethren. The larger hordes take down EHB locations, usually focusing on wrecking entire 'burbs with their meta-gaming organization, for which the survivors have never found a good counter beyond river tactics (partly because ''any'' smart zombie horde will first weaken the defenses via survivor infiltration, so the whole game's a bogie, anyway). Summary: why speed up an inevitable process? --<span style="font-size:90%">[[User:Funt Solo|Funt Solo]]</span> <sup style="font-size:70%">[[Mod_Conspiracy|QT]]</sup> [[Image:Scotland flag.JPG|18px]] 17:03, 25 September 2008 (BST) | #'''Spam''' - you haven't provided any good reason for doing this, as even the role-play reasoning of ''wobbly'' is weak. Your strongest reason (''won't somebody please think of the newbs!'') is just cover for weakening 'cades for zombies. As it is, smart ferals form into smaller mobs, and a single zombie can take down and invade a VSB entry point in one 50AP day, no problem at all - and if they find bounty, their groan soon attracts their brethren. The larger hordes take down EHB locations, usually focusing on wrecking entire 'burbs with their meta-gaming organization, for which the survivors have never found a good counter beyond river tactics (partly because ''any'' smart zombie horde will first weaken the defenses via survivor infiltration, so the whole game's a bogie, anyway). Summary: why speed up an inevitable process? --<span style="font-size:90%">[[User:Funt Solo|Funt Solo]]</span> <sup style="font-size:70%">[[Mod_Conspiracy|QT]]</sup> [[Image:Scotland flag.JPG|18px]] 17:03, 25 September 2008 (BST) | ||
#'''Spam''' - I agree with Funt solo, you have not provide a very good reason why you should do this. --[[User:Michaleson|Michaleson]] <sup>[[CAPD]]</sup> 17:55, 25 September 2008 (BST) | #'''Spam''' - I agree with Funt solo, you have not provide a very good reason why you should do this. --[[User:Michaleson|Michaleson]] <sup>[[CAPD]]</sup> 17:55, 25 September 2008 (BST) | ||
#'''Spam'' - this would be great if all zombies were Feral... they're not which i am afraid makes this Survivor killing SPAM!!!--[[User:Honestmistake|Honestmistake]] 19:40, 26 September 2008 (BST) | |||
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Revision as of 18:40, 26 September 2008
20080925 Barricade Instability
Blake Firedancer T E RNL? P.I.S.I.T. 05:07, 25 September 2008 (BST)
Suggestion type
Improvement
Suggestion scope
All UD players
Suggestion description
After spending countless AP over my UD life barricading buildings to prevent being eaten, I can't help but notice that a lot of the materials used in this barricading process would be rather wobbly when put together, as the act of barricading would suggest.
The more objects one would place in this manner, the more unstable the barricade would become.
Thus, I suggest that for barricades at Heavily Barricaded or above, a successful attack against them would have a 10% chance of taking down two levels of barricade instead of the usual one. The additional level may bring the barricade below HeB, but once at VSB2+ or lower, the bonus no longer applies.
This is limited to HeB+ barricades as anything else would (in my opinion) be too much of a barricade nerf, and seriously imbalance the game to the zombies. A VSB2+ barricade cannot hold out for very long against a relatively small horde of zombies, unless it is populated.
This change also helps new characters somewhat, as it helps low-level survivors break into non-entry points along free running routes, and new zombies can get XP faster by attacking these points as well.
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Keep Votes
- Author's Keep --Blake Firedancer T E RNL? P.I.S.I.T. 05:12, 25 September 2008 (BST)
- Keep - This would help zambahz deal with those horrid EHB barricades of doom... and ameliorate Fiddler's Green Syndrome somewhat. --WanYao 06:52, 25 September 2008 (BST)
- Reluctant Keep/Change - 10% at HB and above seems a bit much. If you either dropped the rate or changed it to only work on VHB and above, I would be all for it.--William Told 08:26, 25 September 2008 (BST)
- Keep - I like it. --Papa Moloch 10:45, 25 September 2008 (BST)
Keep - A little realism i guess, me likes HeroSV Is From The MoorsNo time-stamp: struck. --Funt Solo QT 16:53, 25 September 2008 (BST)
- Keep - I like it not only as a zombie player, but as a survivor its really difficult to deal with overcading, you spend all your ap decading and still can't get it toVSB. So a little help wouldn't hurt. --Jelly Otter 16:57, 25 September 2008 (BST)
- Keep - I like it. Helps not only zombies, but with decading as a survivor. --JaredV 12:16, 26 September 2008 (BST)
Kill Votes
- Kill - I personally do not see the need for this. The last thing I want as a change to UD, personally, is more nerfing of barricades. I liked the days when battles were huge and went for ages, and I liked those days from the perspective of both the humans and zombies. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 08:28, 25 September 2008 (BST)
- The truth of the matter is that messing with barricade AP really throws game balance into a doozy. You are decreasing the amount of AP needed to take Barricades down to Zero. For me to turn this into a Keep, you are going to have to counter the lower Precentage for taking down EHB+ and higher buildings with higher Precentage for taking down VSB and lower barricades...and I can't find a really good reason for arguing for that being 'plausible'. And does Kevan modify Barricade Hit Rates, as a way of manlipuating the Z-H ratio? If so, then auto-spam.--ShadowScope'the true enemy' 15:28, 25 September 2008 (BST)
- Kill - A bit overbalancing for zombies...once you multiply this by a billion you could see a real shift in game balance.--Jiangyingzi 17:50, 25 September 2008 (BST)
- Kill - Per above. --Idly Hummingbird 04:52, 26 September 2008 (BST)
- Kill - If you made it cost 4ap to open a door to offset the change i'd go it, otherwise it alters balance in a field that imho doesn't need altering. realism ftl.--xoxo 08:00, 26 September 2008 (BST)
- Kill - Per everyone else. Messing with barricades throws up a lot of balance questions. Linkthewindow 14:21, 26 September 2008 (BST)
Spam/Dupe Votes
- Spam - you haven't provided any good reason for doing this, as even the role-play reasoning of wobbly is weak. Your strongest reason (won't somebody please think of the newbs!) is just cover for weakening 'cades for zombies. As it is, smart ferals form into smaller mobs, and a single zombie can take down and invade a VSB entry point in one 50AP day, no problem at all - and if they find bounty, their groan soon attracts their brethren. The larger hordes take down EHB locations, usually focusing on wrecking entire 'burbs with their meta-gaming organization, for which the survivors have never found a good counter beyond river tactics (partly because any smart zombie horde will first weaken the defenses via survivor infiltration, so the whole game's a bogie, anyway). Summary: why speed up an inevitable process? --Funt Solo QT 17:03, 25 September 2008 (BST)
- Spam - I agree with Funt solo, you have not provide a very good reason why you should do this. --Michaleson CAPD 17:55, 25 September 2008 (BST)
- 'Spam - this would be great if all zombies were Feral... they're not which i am afraid makes this Survivor killing SPAM!!!--Honestmistake 19:40, 26 September 2008 (BST)
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