Suggestion:20090326 Putrification: Difference between revisions
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#'''Kill''' - As above this only makes it harder for those that want to be revived, even if there are not many. [[User:Rogueboy|Rogueboy]] 19:34, 26 March 2009 (UTC) | #'''Kill''' - As above this only makes it harder for those that want to be revived, even if there are not many. [[User:Rogueboy|Rogueboy]] 19:34, 26 March 2009 (UTC) | ||
#'''Kill''' - I like the idea of revives failing because of the utter deviousness, but I do not care for the auto-attack infection part. --{{User:Zombie slay3r/Signature}} 20:18, 26 March 2009 (UTC) | #'''Kill''' - I like the idea of revives failing because of the utter deviousness, but I do not care for the auto-attack infection part. --{{User:Zombie slay3r/Signature}} 20:18, 26 March 2009 (UTC) | ||
#'''Kill''' - As LaosOman, except I'd say "if they didn't want to ''risk'' being revived", I do like the risk of infection for physically handling the corpse though. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 20:28, 26 March 2009 (UTC) | |||
'''Spam/Dupe Votes''' | '''Spam/Dupe Votes''' |
Revision as of 20:28, 26 March 2009
20090326 Putrification
Honestmistake 10:35, 26 March 2009 (UTC)
Suggestion type
Zombie skill
Suggestion scope
Zombies with the rot who really dislike revives. Pre req skill is "Flesh Rot"
Suggestion description
The body is now so far gone with rot that even in a powered NT it often takes more than a single syringe to revive, not only that but prolonged contact with this walking cadaver risks infection! However the advanced decomposition may be noticeable to those nearby
Because of the advanced state of purification that this body has reached it has become harder to successfully reinvigorate, even inside a powered NT revives will fail 50% of the time. Revive Attempts & Body Dumps have a 1% chance to spread infection (as if bitten) Due to the advanced state of decomposition the body of those rotters may give warning to those nearby, The areas description will include a note of how many zombies smell particularly rotten. IE: "there are two zombies here, one of them smells worse than normal"
- Many did not like the idea that scans and (particularly) attacks could also result in the infection which is exactly why they are no longer included.
- A lot of people did not like the idea of no warning. This is now included and there is always the potential for a later medical or NT skill to further identify those with advanced rot (as well as possibly negate the infection chances!)
Contributors: Thanks go to Zombie Lord for his enthusiasm in pushing this
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Keep Votes
- Keep My vote obviously goes here. --Honestmistake 10:41, 26 March 2009 (UTC)
- Keep - As a rotter I like the idea. What's wrong with putting a little trepidation into combat reviving in a NT building? :-) --Roorgh 16:56, 26 March 2009 (UTC)
Kill Votes
- Strong Kill - Better then the original (skill toggle = big no-no,) but I still don't really like my idea as it nerfs combat revives even more. They aren't perfect (you might revive a spy,) and if used stupidly, the costs can easily outweigh the benefits. That said, I have my biases (both groups combat revive liberally.) Linkthewindow Talk 11:37, 26 March 2009 (UTC)
- well it does only Nerf combat revives against rotters and it should be remembered that they were never possible until the powered revive update nerfed the poor dedicated rotters ability to fight in NT's.--Honestmistake 11:58, 26 March 2009 (UTC)
- Kill - I simply don't think this has a place in the game. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 11:49, 26 March 2009 (UTC)
- Kill The primacy of the zombie bite for infecting people is zombie cannon. Also, seems unfair. Why should a zombie get to make a free attack just for dying in a building? --A Big F'ing Dog 16:09, 26 March 2009 (UTC)
- Its not cannon, many genres show the zombie virus spread by contact or even just breathing. In any event infection in this game is not the same as the cause of zombiehood, its just caused by poor hygiene. Also; its not a free attack for dying... its a (very small) risk survivors take if they want to remove the corpse... --Honestmistake 16:13, 26 March 2009 (UTC)
- Kill - The revive nerf is unwarranted, especially considering it's 10AP for failure. Assuming RNG is perfect, that's 20AP to revive on average, +1AP for DNA extraction +1-3AP for a HP check (if deemed necessary). On top of that, it takes a certain building type, a skill, an item, a generator and a measure of coordination to complete a combat revive run. It takes one 100XP skill to become immune to any syringe, except in that instance I've showed you. Nope. -- AHLGTG THE END IS NIGH! 16:58, 26 March 2009 (UTC)
- Kill - If a brain rotted zombie doesn't want to be revived, it shouldn't enter powered NecroTech facilities. --LaosOman 19:25, 26 March 2009 (UTC)
- Kill - As above this only makes it harder for those that want to be revived, even if there are not many. Rogueboy 19:34, 26 March 2009 (UTC)
- Kill - I like the idea of revives failing because of the utter deviousness, but I do not care for the auto-attack infection part. --ZsL 20:18, 26 March 2009 (UTC)
- Kill - As LaosOman, except I'd say "if they didn't want to risk being revived", I do like the risk of infection for physically handling the corpse though. --Kamikazie-Bunny 20:28, 26 March 2009 (UTC)
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