Suggestion:20081124 Flashlights: Difference between revisions
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'''Kill Votes''' | '''Kill Votes''' | ||
# I like this, but there is something...off that I can't quite put my finger on it. Linkthewindow has a point about starting this on the discussion, but he is WRONG about it being dupe. Not only have circumstances changed, but having the name "flashlight" in both suggestions does NOT automatically qualify it to be a dupe.--[[User:Pesatyel|Pesatyel]] 07:30, 24 November 2008 (UTC) | # I like this, but there is something...off that I can't quite put my finger on it. Linkthewindow has a point about starting this on the discussion, but he is WRONG about it being dupe. Not only have circumstances changed, but having the name "flashlight" in both suggestions does NOT automatically qualify it to be a dupe.--[[User:Pesatyel|Pesatyel]] 07:30, 24 November 2008 (UTC) | ||
# '''Kill''' - Not a complete suggestion - doesn't state if flashlight is turned on automatically, or if it needs to be activated. It's stuff like this that [[Developing Suggestions]] is useful for. --{{User:Galaxy125/Sig}}08:12, 24 November 2008 (UTC) | |||
'''Spam/Dupe Votes''' | '''Spam/Dupe Votes''' |
Revision as of 08:12, 24 November 2008
20081124 Flashlights
D4rkness 04:33, 24 November 2008 (UTC)
Suggestion type
Item
Suggestion scope
Survivors in darkened buildings
Suggestion description
Add a new item, the flashlight. These would be found in Mall Tech stores (5-8% chance to find), Power Stations (up to 10%), and Warehouses (2-4%). It is used to temporarily negate the effects of darkness in a building. While carrying a working flashlight, a survivor's search, barricade and attack % rates in a darkened building are only reduced by one-quarter instead of the normal one-half.
However, since flashlights run on batteries, the item wouldn't last forever. Instead, the flashlight would have 20 hit points (or whatever you want to call them) representing its remaining battery life. Whenever the survivor takes an action (besides talking) inside a dark building, the flashlight's hp is reduced by 1 (Note: This hp value would be invisible to the owner of the item, so they would not know how much longer their flashlight is going to last). When the flashlight runs out (hp is reduced to 0), the item is automatically discarded, and they would get a message like this:
Your flashlight flickers and dies. It looks like the batteries have died. You discard it, as it is no longer useful.
The reason I suggest this is because it makes sense to me that survivors stuck in the dark would seek alternate means of light than a powered generator. While full lighting is the ideal, generators are hard to find, and they can only be used in a single building. The flashlight would offer a compromise between having to search forever for a generator and fuel or just sit in the dark and twiddle their thumbs. Plus, unlike a generator, the flashlight is portable, so they are not restricted to a single building.
Voting Section
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Keep Votes
- Keep- Author vote. Hope I'm not the only one. -D4rkness 04:37, 24 November 2008 (UTC)
- Keep - A nice alternative to having to find a generator in a suburb that's overrun.--Grigori 05:13, 24 November 2008 (UTC)
Kill Votes
- I like this, but there is something...off that I can't quite put my finger on it. Linkthewindow has a point about starting this on the discussion, but he is WRONG about it being dupe. Not only have circumstances changed, but having the name "flashlight" in both suggestions does NOT automatically qualify it to be a dupe.--Pesatyel 07:30, 24 November 2008 (UTC)
- Kill - Not a complete suggestion - doesn't state if flashlight is turned on automatically, or if it needs to be activated. It's stuff like this that Developing Suggestions is useful for. -- Galaxy125 08:12, 24 November 2008 (UTC)
Spam/Dupe Votes
- Dupe, and it's not the only one. You really should take stuff like this to Developing Suggestions. Linkthewindow Talk 05:13, 24 November 2008 (UTC)
- Not to say I don't value your opinion, but don't you think a flashlight suggestion from a year and a half before dark buildings were implemented is kind of covering different territory? As for the other one, it only affected attack rates, not searching and barricading, and there was no mechanic for battery life. It may be the same in spirit, but it's not a duplicate if you ask me. -D4rkness 05:26, 24 November 2008 (UTC)
- Dupe - As above, and here's another. Just because your suggestion isn't exactly like these doesn't mean it's not a dupe, D4rkness. Also note my specific vote on that page.--Jiangyingzi 07:50, 24 November 2008 (UTC)
- Spam - Overpowered survivor buff. And incomplete. First of all, survivors get to negate the penalties, but zombies remain helpless. And seeing as dark hurts zombies more than it hurts survivors... How lame is that? And, what's the encumbrance? Incomplete. In any event, why would you want to negate dark penalties? There's nothing to find in these buildings. And leaving them unbarricaded doesn't really hurt anyone: in fact, presto, instant, easy-to-masintain entry point! The only reason to light one up usually is to PK someone.... Just say NO to one-sided, overpowered survivor buffs. --WanYao 07:51, 24 November 2008 (UTC)
- oh... and all the benefits of a genny for a fraction of the trouble. Broken. Though not a dupe. --WanYao 07:52, 24 November 2008 (UTC)
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