Suggestion:20081008 Wear and Tear: Difference between revisions
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'''Keep Votes''' | '''Keep Votes''' | ||
#'''Keep''' - The doubled ruin-rate more than compensates for the increased cost to ruin. However, due to the relatively short time malls usually remain in ruins, I doubt this would be a severe blow to survivors. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Talk:Suggestions|T:S]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 20:33, 8 October 2008 (BST) | #'''Keep''' - The doubled ruin-rate more than compensates for the increased cost to ruin. However, due to the relatively short time malls usually remain in ruins, I doubt this would be a severe blow to survivors. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Talk:Suggestions|T:S]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 20:33, 8 October 2008 (BST) | ||
#'''Keep''' Its been 3 hours, and it hasn't ''yet'' been spammed to hell, so yeah, I'm like, the Author. --{{User:Rosslessness/Sig}} 21:56, 8 October 2008 (BST) | |||
'''Kill Votes''' | '''Kill Votes''' |
Revision as of 20:56, 8 October 2008
20081008 Wear and Tear
RosslessnessWant a Location Image? 18:37, 8 October 2008 (BST)
Suggestion type
Ruin change.
Suggestion scope
Malls.
Suggestion description
Large buildings with multiple floors and shops have more systems and areas that are likely to be destroyed or damaged by zombies, and become harder to repair, especially as malls are a major battleground in Malton. However because of their size they require more effort to ransack.
In Game Terms
Mall squares take 8 ransack attempts to ruin, but once ruined deteriorate at twice the rate of smaller buildings (repair costs = 2ap a day).
Note This Doesn't fix anything really. Its a tweak, if it was implemented i think it would be interesting to see whether it encouraged zombies to salt the land more, or encourage survivors to retake quickly, or move away from malls to other trp's (the horror!), i just feel its slightly more realistic (which in itself is no valid reason). But hey. Vote.
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Keep Votes
- Keep - The doubled ruin-rate more than compensates for the increased cost to ruin. However, due to the relatively short time malls usually remain in ruins, I doubt this would be a severe blow to survivors. --Midianian|T|T:S|C:RCS| 20:33, 8 October 2008 (BST)
- Keep Its been 3 hours, and it hasn't yet been spammed to hell, so yeah, I'm like, the Author. --RosslessnessWant a Location Image? 21:56, 8 October 2008 (BST)
Kill Votes
- Kill - Size is not represented by a block of game space, just as AP is not a time measurement. Increasing the amount of ransack successes, and therefore further nerfing ruin earns this a kill. -- . . <== DDR Approved Editor 20:02, 8 October 2008 (BST)
- RE Fair enough, for the record I was equating a square with up to 8 shops and escalators inside (That's in the mall internal description?) as roomy. There is a downside, but then i feel there is an upside (An increased repair cost)
(and a couple more ransack xp's.)--RosslessnessWant a Location Image? 20:22, 8 October 2008 (BST)- Responded to your comment on my talk page. Also, unless something's changed since the last time I broke a building, only the first successful ransack gives XP, the rest do not. -- . . <== DDR Approved Editor 20:39, 8 October 2008 (BST)
- RE Fair enough, for the record I was equating a square with up to 8 shops and escalators inside (That's in the mall internal description?) as roomy. There is a downside, but then i feel there is an upside (An increased repair cost)
Spam/Dupe Votes
- Spam - I just don't follow the reasoning. You say you want to move survivors away from malls and to other TRPs. There's a problem with that, though: things are easier to find in malls. That's why survivors congregate there and attempt to hold onto malls: it's tactically a wise thing to do, even if just for the high FAK find rates (never mind the ammo). On the other hand, creating more reasons to be precious about malls (as this suggestion does) will make them even more of a focal point of conflict. Therefore, in trying to move survivors away, this suggestion would actually do the opposite. Also, it's a shot in the foot for river tactics, as it would promote the holding of a mall over letting it go until the horde has passed. (And that last point reinforces the previous one.) --Funt Solo QT 20:47, 8 October 2008 (BST)
- RE To quote myself "i think it would be interesting to see whether it encouraged zombies to salt the land more, or encourage survivors to retake quickly, or move away from malls to other trp's (the horror!)" I don't want players to do anything, im just curious what they will do. But yes, a lot of what you say above could, and would happen. (I maintain that funt should spend more time on talk:suggestions as he does explain things without imploding.) --RosslessnessWant a Location Image? 21:03, 8 October 2008 (BST)
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