Suggestion:20100714 Subway Tunnels: Difference between revisions

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Revision as of 06:58, 29 July 2010

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20100714 Subway Tunnels

•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:21, 14 July 2010 (BST)


Suggestion type
Tunnel System


Suggestion scope
Malton


Suggestion description
First off, this is not a clear cut dupe of this. As much as the possible dupe suggests the same thing, I have made some changes that will not categorize my suggestion as a dupe.

Of course, I suggest a subway tunnel system for Malton (tube for those of you that are Brits). My proposed route plan will look like this:

Subway Map.JPG

Legend
Light Blue and Red - Subway Tunnel
Brown - Train Station
Yellow - Mall
Green - Fort
Blue - Power Stations
Grey - Zoo

The subway tunnels cannot be barricaded, nor will you be able to see any of the buildings above you. To enter them, one must be outside the Train Stations scattered throughout Malton. The survivor or zombie must enter and exit from the respective train stations.

Now you may be wondering, what about powering the lights in the subway stations? This is where the map's legend of Light Blue and Red comes into play, as well as Malton's two Power Stations. Krink's will power the Light Blue routes, and Tolman will power the Red routes. All corners of the Power Stations must have a fueled genny in order for the Subway Tunnels to be lit. If the Subway Tunnels are not lit, being inside them will have the same results as being in a dark building. Every accuracy of any sort will be halved, HP values won't be shown, etc.

Subway Tunnels cannot be barricaded, And you cannot enter another subway tunnel that is not connected perpendicularly to the current subway tunnel you are currently in.

Entering/exiting the Subway Tunnels will cost 1 AP. If the Train Station housing their respective entrance is ruined, there will be a 20% chance that you will fail to enter/exit the Subway Tunnels.

These Subway Tunnels will also house some supply depots. Using the map that I've given, these supply depots will be the Malls/Forts squares that are adjacent to the subway tunnels. If a Mall/Fort's square is not connected perpendicularly to the subway tunnels, it will not be a supply depot square. However, even though these supply depots are under the Malls/Forts, they can only be entered from the subway tunnels. You cannot enter these supply depots from the Malls/Forts above them. Supply depots can be barricaded and ruined, but cannot be free-ran into. To give you an understanding of these supply depots' locations, I will list the locations of these supply depots and what you may find in them:

Treweeke Mall (All 4 corners)
:Radio Transmitter, Fuel Cans
Giddings Mall (Both East side corners)
:Knives
Fort Creedy (NW and N squares)
:Gennies, Radios
Hildebrand Mall (Bottom 2 corners)
:Fire Axe, Spray Cans
Mitchem Mall (Top 2 corners)
:FAKs, Beer
Blesley Mall (SW corner)
:Tool Boxes, Lead Pipes
Fort Perryn (Western squares)
:Pistol, Newspaper
Calvert Mall (West 2 corners)
:Ammo,Sport items
Ackland Mall (West 2 corners)
:Shotgun, Wine
Tompson Mall (South 2 corners)
:DNA Scanner
Marven Mall (SOuth 2 corners)
:Revive Syringes

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. And I'll extend some thanks to those who discussed this at DS. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:22, 14 July 2010 (BST)
  2. It's not that bad of an idea, and gives and idea of realism to the game.-- Jerrel tlk (82nd!) (Project Unwelcome!). 04:15, 14 July 2010 (BST)
  3. Keep/Change See my comments on the talk page. Enclosed city baby!--RosslessnessWant a Location Image? 08:55, 14 July 2010 (BST)
  4. contradictory keep excellent idea but not for Malton (its always been too big anyway) --Honestmistake 14:10, 14 July 2010 (BST)
  5. Keep as Honestmistake--Michalesonbadge.pngTCAPD(╯°□°)╯ ┻━┻ 14:13, 14 July 2010 (BST)
  6. Keep as Honestmistake as well. Technical Pacifist 14:46, 14 July 2010 (BST)
  7. Keep I think it's a very nice idea. More ways to play! --Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:51, 14 July 2010 (BST)
  8. Keep - I like this alot.--Yonnua Koponen Talk ! Contribs 15:04, 14 July 2010 (BST)
  9. Keep - One of the more original ideas to come through here, and it's not game breaking in any way.--GANG Giles Sednik CAPD 15:34, 14 July 2010 (BST)
  10. Keep... In a new city. John Ibans 15:50, 14 July 2010 (BST)
  11. Keep - I really like this, it allows us to have a more close quarter hectic enviorment, and is also a good escape route from a infested suburb, or a passage of attack for zombies. TimeOfWarfare1 15 July 2010
  12. Keep ... but only in a new city. Linkthewindow  Talk  03:35, 16 July 2010 (BST)
    RE Why has no one said "'''Keep''' this out of Malton" yet?--VVV RPMBG 03:38, 16 July 2010 (BST)- Non-Author RE struck. --VVV RPMBG 03:38, 16 July 2010 (BST)
  13. Keep - Not sure if this would be positive for Malton, but awesome for a new city. --Maverick Talk - OBR Praise Knowledge! 404 09:52, 16 July 2010 (BST)
  14. Keep - It would add more depth to the game and it would benefit both zombies & survivors. --Zensaga 21:35, 16 July 2010 (BST)
  15. Keep - Will add more flavour and startegy to the game. Siege on a tunnels? oh yeah.--Evan ArnoldiTalkStoriesTimeMachine 16:08, 21 July 2010 (BST)

Kill Votes

  1. It's well thought out, and a great idea, but I'd rather see it as a new city, perhaps a 28 Days Later's London. The sun shone, having no alternative, on the nothing new 01:34, 14 July 2010 (BST)
  2. As in DS, making the playing field _bigger_ is a step in the wrong direction looking at the player numbers. -- Spiderzed 01:37, 14 July 2010 (BST)
    And as in DS, I believe a big enough update will spark the fuel this game needs to bring in more players (old and new alike). --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:45, 15 July 2010 (BST)
  3. Question: If the tunnels can't be barricaded, and a group of zeds runs into them, and waits a couple of days,... couldn't they just pop out like a jack in the box, and kill everyone inside? This completly nerfs train stations. Also, why would a train station have an entrance/exit linked to a military fort? That seems like a breach of security doesn't it? - Poodle of Doom 01:39, 14 July 2010 (BST)
    It may be linked, but if you would be so kind as to read the suggestion again, these so-called "supply depots" can only be entered from the tunnels, and not from the building complexes above them. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:45, 15 July 2010 (BST)
  4. Kill - It's done well and is thought out well, but at this stage of the game, no. As others said in the comments, if anything, the city needs to get smaller, not larger. Aichon 02:49, 14 July 2010 (BST)
  5. Kill - Why? Sure, it would be really neat to have a whole new area to explore, but what then? How would this improve the game at all? A smaller Malton means more regional loyalty, more random encounters with the same person, and more dramatic battles. As the remaining population inevitably dwindles, people will only become more spread out, and this would only worsen the problem. --VVV RPMBG 02:53, 14 July 2010 (BST)
  6. Kill - Some very valid ideas were raised on DS about why this wouldn't work, chief among them being that players could become trapped within the tunnels. This was not addressed in your suggestion. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:46, 14 July 2010 (BST)
    NOTE Actually it was addressed. There is now only a 20% chance of failing to enter/exit if the station is ruined. --Honestmistake 14:10, 14 July 2010 (BST) Sorry Spider but it isn't a comment so much as a note to point out that Lelouch's vote was based on a misread of the suggestion. Such have always been allowed for obvious reasons. --Honestmistake 14:10, 14 July 2010 (BST) - Non-Author RE struck.--Yonnua Koponen Talk ! Contribs 22:30, 14 July 2010 (BST)
    Read it again. The suggestion allows for entering/exiting when the Train Station is ruined, however, there is a 20% chance that you will fail to enter/exit the tunnels. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:45, 15 July 2010 (BST)
    I must be going blind in my non-old age. Regardless, this idea is for Malton, which shouldn't get any bigger. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:39, 16 July 2010 (BST)
  7. kill - as mis and spiderzed. -- 04:00, 14 July 2010 (BST)
  8. Kill - As Spiderzed. --AORDMOPRI ! T 19:01, 14 July 2010 (BST)
  9. Kill - As Spiderzed.-- Adward  22:12, 15 July 2010 (BST)
  10. Kill - Malton is too big for the current number of players - lets not add more squares Sanpedro 05:09, 16 July 2010 (BST)
  11. Kill - Are you sure you are thinking about the right game? Regardless, I would suggest something where a character spends a certain amount of movement to randomly travel to a different subway station (perhaps a random subway station in one of the adjacent suburbs), and requires larger amounts of movement than the normal one-step movement. That wouldn't add new spaces to the game, and would allow for an "alternative mode" of travel. Also, most subways have logical flows of movement in circular or pre-planned routes that don't require backing up. The proposed map makes it look like a dungeon corridor, considering all of the dead-ends. --Akule Maker of fine, hand-crafted UDWiki sass since 2006 -- Akule School's back in session™ 02:08, 20 July 2010 (BST)

Spam/Dupe Votes