Suggestion:20100924 Scout Supplies: Difference between revisions
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#'''Sort of a keep''' - I like the idea replacing the scout safehouse skill entirely with this, paying 30AP for +5% find rates instead of 10% chance of a free action. {{User:Misanthropy/Sig}} 22:15, 24 September 2010 (BST) | #'''Sort of a keep''' - I like the idea replacing the scout safehouse skill entirely with this, paying 30AP for +5% find rates instead of 10% chance of a free action. {{User:Misanthropy/Sig}} 22:15, 24 September 2010 (BST) | ||
#'''Quite keep''' - would be best to buff Scout Safehouse before adding new skill, let's say 20AP cost or 20% chance of free action. When something like this will be implemented, we would know if "Scout Supplies" is worth of adding. [[User:Two Eyed Yum|Two Eyed Yum]] 21:13, 1 October 2010 (BST) | |||
'''Kill Votes''' | '''Kill Votes''' |
Revision as of 20:13, 1 October 2010
20100924 Scout Supplies
Redoubt 19:15, 24 September 2010 (BST)
Suggestion type
Skill
Suggestion scope
Survivors
Suggestion description
(Added as a subset to the Military Skill "Scout SafeHouse")
As Kevan has introduced the new Scout Safehouse skill there has been some talk about the possible use for such a skill. Scout Safehouse requires the user to spend 31 AP to set and scout a safehouse which gives him a 10% chance of a free action in that building. For many of those that operate in "red" suburbs, this skill is essentially worthless to migrant survivors. The skill requires such a large amount of AP that a subsequent skill can be added in order to make it more valuable to the survivors that have become experienced in best survival technique of Malton: Keep moving. This is where Scout Supplies comes in as a subset of Scout Safehouse: In a established safe house, survivors have an increased chance of finding supplies, because they know the layout of the safehouse.
This should only increase the search probability by ~5-8%, as to not unbalance the game.
While there is always some concern with altering search probabilities, the large amount of AP expended and the ability of zombies to ruin a safehouse, thus requiring another 31AP, would make the establishment of a safehouse more worthwhile to experienced survivors. This will justify the safehouse to a players that may only stay in the area a few days by increasing the efficiency of their time.
Voting Section
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Keep Votes
- Sort of a keep - I like the idea replacing the scout safehouse skill entirely with this, paying 30AP for +5% find rates instead of 10% chance of a free action. 22:15, 24 September 2010 (BST)
- Quite keep - would be best to buff Scout Safehouse before adding new skill, let's say 20AP cost or 20% chance of free action. When something like this will be implemented, we would know if "Scout Supplies" is worth of adding. Two Eyed Yum 21:13, 1 October 2010 (BST)
Kill Votes
- Kill - While I do think the Scout Safehouse skill is in desperate need of a buff, I don't think this is the proper approach to take, since it provides both immediate and long-term benefits, which are also cumulative with the AP savings already being offered by the skill. It's too much, basically. I just think that Scout Safehouse should cost less. —Aichon— 19:23, 24 September 2010 (BST)
- Kill - I don't think Scout Safehouse needs s subskill to improve it. As Aichon, I think it just needs a buff. --~ 19:44, 24 September 2010 (BST)
- Kill - See Aichon. What Scout Safehouse really needs is an earlier break-even-point. -- Spiderzed▋ 19:56, 24 September 2010 (BST)
- Aichon summed it up perfectly. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:56, 24 September 2010 (BST)
- Kill - I don't think Scout Safehouse is underpowered. There are situations when survivors can save by a few dozen AP through it. These require a good amount of investment and risk, but that's the survivor shtick; They're much more powerful, but only when nothing goes wrong. Scout Safehouse is only helpful on occasion, and there's a significant risk of wasting 30AP on what turns out to be nothing, but with well-informed speculation, it can save lives. Anyway, I don't think that searching safehouses needs a boost more than fighting in it. I like the idea of pushing a spare 30 to a later time, when you get it back while the building is attacked and you really need it, more than I like the idea of having it gradually returned when you don't need it. --VVV RPMBG 04:39, 25 September 2010 (BST)
- Kill - No, sorry. While I do agree that Scout Safehouse does need some tweaking to make it useful, I don't think this is the way to do it. Mattiator 06:09, 25 September 2010 (BST)
- Kill - As Aichon. --Maverick Talk - OBR 404 12:30, 25 September 2010 (BST)
- Kill Aichon basically summed it up. Though I would have voted kill anyways since I'm against most suggestions that involve increasing search rates. Gat 06:03, 26 September 2010 (BST)
- Kill - As Aichon -Dezonus- (talk) 08:31, 27 September 2010 (BST)
- kill Eh, scout safehouse seems a bit overpriced to me, and I think it has a lot of potential, but an all around search buff is probably not the way to go because the main weakness survivors possess is that issue with supplies sorry --Tabbitha Duo 21:30, 27 September 2010 (BST)
- Kill - Scout safehouse has a lot of potential, but it is really tough to use it properly. The horde is now drawn so fast with Bellow that it is almost impossible to earn back the 30 AP lost. It takes a week of holding the fort to earn back 30 AP, when you're over-encumbered, there is not a whole lot that can be done, thus wasting AP. There has not been a building I've been in that held for more than 6 days with people using Scout Safehouse, and this is not the way to fix it. The cost in AP is just way too high. --Damien falcon 04:29, 28 September 2010 (BST)
- Kill - right idea, wrong direction. as aichon -- LEMON #1 08:19, 28 September 2010 (BST)
- Kill - Aichon for President! --DiSm ~ T 21:03, 28 September 2010 (BST)
Spam/Dupe Votes
- Fuck off - You already get ~+10% to your safehouse searches. Stop being fucking greedy. ᚱᛁᚹᛖᚾᚨᚾᛏ 08:16, 28 September 2010 (BST)
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