Talk:Safehouses: Difference between revisions

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(Manufacture syringe?)
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:Strange. Bugs are to be expected I believe, I'd suggest going onto [[Bug Reports]] (Kevan still monitors that page, DW) and if he doesn't reply, just nudge him on his talk. -- {{User:DanceDanceRevolution/sig3}} 13:45, 18 August 2010 (BST)
:Strange. Bugs are to be expected I believe, I'd suggest going onto [[Bug Reports]] (Kevan still monitors that page, DW) and if he doesn't reply, just nudge him on his talk. -- {{User:DanceDanceRevolution/sig3}} 13:45, 18 August 2010 (BST)
::I've also heard someone say their nominated safehouse changed, from Gelasius to the Pilyer Building!--{{User:Mallrat/sig}} 20:41, 18 August 2010 (BST)
::I've also heard someone say their nominated safehouse changed, from Gelasius to the Pilyer Building!--{{User:Mallrat/sig}} 20:41, 18 August 2010 (BST)
== Manufacture syringe? ==
Has anyone tested if the bonus can also apply to the `Manufacture syringe' action? That would be very interesting, IMHO. --{{User:Itsacon/Sig}} 10:05, 19 August 2010 (BST)

Revision as of 09:05, 19 August 2010

Disambig

Is this going to need a disambig page or some way of making the pertinent information stand out? The term "safehouse" as it has been used in game has been to refer to wherever survivors like to hang out, as this old article correctly identifies. However with the new game change it might be nice to keep the game mechanic "safehouse" prominent, and leave the colloquialism "safehouse" as a side note.--GANG Giles Sednik CAPD 12:49, 16 August 2010 (BST)

Yes. Probably move the other stuff to Safehouse (Glossary) and put a note at the top of the main article. --RosslessnessWant a Location Image? 12:51, 16 August 2010 (BST)
Good job writing this article right away ross. Also, here are a couple of screenshots showing what happens when you scout into negative AP. I had just purchased the scout skill and had not scouted any buildings yet. I'll log in later and see if there was a 5 AP boost to my character after coming out of the negative, or if the 30AP was returned to my character. Before (9AP) and after (-21AP).
After testing this with a 2nd character it appears that scouting does not return the spend 30AP. Here I am with Gyles after getting a combat revive. I purchased the skill and you can see all three screenshots in a row and the AP spent. 1 2 3. I'm going to remove that line from the article. Also, I just found out that spending the 30AP only counts as 1 action against your infection and so you only loose 1HP. Bummer, cause I was looking forward to parachuting and standing up with full AP.--GANG Giles Sednik CAPD 13:09, 16 August 2010 (BST)

So, getting this straight, you spend 30AP to "scout" your safehouse, and if done without going into negative AP, you get the 30AP back plus another 5? Hmm. Can has 50+ AP? --

13:12, 16 August 2010 (BST)

It doesn't appear to work this way at all. You spend 1AP to "set" your safehouse (which all characters can do), then you spend 30AP to "scout" your safehouse (which you need the scout skill to do). You lose this 30AP permanently, it doesn't come back to you. I'm guessing the reward is that when your AP recharges naturally you will have a new maximum cap at 55AP, rather than 50. So yes, you can hazz 50+AP eventually. But I'll have to wait for my characters to regenerate their AP to know for sure if this is how the game change works.--GANG Giles Sednik CAPD 13:15, 16 August 2010 (BST)
OH! The way it was worded on the skills page and this article (not that it's anyones fault since no one can test it yet) made me come to a really silly conclusion. Seriously, I was about to be like "WTF is kevan on!" but yeah, so far, from what I've heard now, I like! -- 13:21, 16 August 2010 (BST)

Added stuff, you can't scout Dark buildings. Don't know if bonus AP is achieved if an already scouted building goes dark, might have the same effect as an scouted building getting ruined.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:38, 16 August 2010 (BST)

I have had a char scouting a bank, and then destroying the genny. God Kevan knows if I still receive 5 extra AP. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:47, 16 August 2010 (BST)

Setting Safehouses and Scouting Safehouses are two separate things, the latter even being exclusive to survivors (I assume). Maybe we will have to create 2 separate articles later on. Just a thought. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 15:04, 16 August 2010 (BST)

Indeed. I think once all the info is in one place and verified we can split as is deemed necessary. Can someone see if you can set your building as a safehouse whilst standing outside it? --RosslessnessWant a Location Image? 15:15, 16 August 2010 (BST)
Checked and added to the page. The answer is yes, although you cannot scout it outside. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 15:29, 16 August 2010 (BST)
You can also make a street your safehouse (which is weird) and also an unruinable junkyard (which is useful) --RosslessnessWant a Location Image? 15:30, 16 August 2010 (BST)
That's indeed quite handy. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 15:51, 16 August 2010 (BST)

Question. 5 extra AP per day - cap at 55, or just faster ticks? Strength is just an accident arising from the weakness of others 18:18, 16 August 2010 (BST)

Another question: if you set a multi-block building as a safehouse, do you get the extra APs in any of the blocks, or only one? I assume the latter.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 19:00, 16 August 2010 (BST)

Great, just what we need, survivors with more AP. Look at the stats, it needs to be the other way around! And yet, it could be an overall win to the zombies, fooling the hapless harmanz into wasting 30AP on scouting only to trash their safehouses before they can even benefit from them. Hmmm, this could set up some nice sieges.

Given the AP investment, plus the fact that a day's gain is about the same as the cost to ruin it, it probably won't provide much of a boost at all, except in heavily green areas where it was already cemented that threats were transitory. If anything this update is just going to help either side hold their ground easier - dark buildings and groans are now much more zombie-friendly, so reclaimation gets tougher, but with defended areas now giving more AP, holding green zones is easier too. Strength is just an accident arising from the weakness of others 01:30, 17 August 2010 (BST)
I can confirm that AP still caps at 50AP, regenerates at the usual rate, and that there seems to be about a 10% boost to the usage of AP, translating to and extra ~ 5AP per day. Interestingly, I have only noticed this effect taking place on failed actions, such as missing with my shotgun or failing to search for an item. Can anyone confirm that you save AP on successful actions?--GANG Giles Sednik CAPD 13:14, 17 August 2010 (BST)

Likewise only failures so far. --RosslessnessWant a Location Image? 13:25, 17 August 2010 (BST)

Confirmed. You move quickly through your safehouse. Searching the store, you find a pistol clip--Umbrella-White.pngThadeous OakleyUmbrella-White.png 13:48, 17 August 2010 (BST)
Something else I noticed, the update says appr. 5AP, which means one bonus AP per 10 AP spend. I don't know the random factor, but I get the feeling I'm getting a lot more than that. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 13:54, 17 August 2010 (BST)
Whats the safehouse? Raw search numbers would be good. May be affected by powered/unpowered. --RosslessnessWant a Location Image? 14:13, 17 August 2010 (BST)
A powered mall corner, and you only set one corner as your safehouse btw. Also, the effect also works in dark buildings, even though the accuracy of actions in dark buildings doesn't change. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:24, 17 August 2010 (BST)
Though I may be wrong. I would need to re-charge to 50AP, then spend it all in one go to see how much I would really get.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 14:31, 17 August 2010 (BST)

That 5 AP bonus seems HIGHLY theoretical. How often do you spend 50 AP all in one building that meats the qualifications for scouting? And actually, you can't even spend those 50 AP on day one, because scouting costs 30 (31 with setting the safehouse)- practically speaking, you need to rest 16 hours or so before you can spend those 50 AP. Seems a bad bet for AP expenditure, and an option that encourages bad (static) tactics by survivors. Though maybe fun for mall sieges; a 10% boost to damage output helps the kill-dump-cade defense. SIM Core Map.png Swiers 04:55, 18 August 2010 (BST)

Bug?

I nominated and scouted Gelasius Hospital in Vinetown as a safehouse, and on returning from a brief service at a ruined corner of St John's Cathedral, was told the still-intact and EHB hospital is now 'ruined beyond recognition'. Shurely shome mishtake?--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 13:28, 18 August 2010 (BST)

Strange. Bugs are to be expected I believe, I'd suggest going onto Bug Reports (Kevan still monitors that page, DW) and if he doesn't reply, just nudge him on his talk. -- 13:45, 18 August 2010 (BST)
I've also heard someone say their nominated safehouse changed, from Gelasius to the Pilyer Building!--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 20:41, 18 August 2010 (BST)

Manufacture syringe?

Has anyone tested if the bonus can also apply to the `Manufacture syringe' action? That would be very interesting, IMHO. --Itsacon (Talk | Grungni | Ikhnaton) 10:05, 19 August 2010 (BST)