Suggestion:20130514 Free running out of ruined buildings: Difference between revisions
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#'''Keep''' Logical mechanic that would improve the game. {{User:Bob Moncrief/Sig}} 13:29, 14 May 2013 (BST) | #'''Keep''' Logical mechanic that would improve the game. {{User:Bob Moncrief/Sig}} 13:29, 14 May 2013 (BST) | ||
#'''Keep''' - I could be convinced differently, but the way I see it, this is a bigger nerf than you realize, since it's quite a bit different from failing to free ruin ''to'' ruins. With free running ''to'' ruins, you always land exactly where you expected. The only question is whether or not you take damage in doing so; the AP cost remains the same either way. With your suggestion, free running ''from'' ruins would sometimes land you successfully inside the building just fine, while other times landing you outside of the building with damage, which would force you to go back to the ruined building, enter it, and try again. As a result, what should have taken 1AP has now taken 4AP. Put differently, 50% of the time, the survivor would spend 4AP instead of 1AP. 25% of the time, they'd spend 7AP. 12.5% of the time they'd spend 10AP. And so on. Just to travel ''one block''. Actually, I think I've just convinced myself that I like this idea... {{User:Aichon/Signature}} 14:23, 14 May 2013 (BST) | #'''Keep''' - I could be convinced differently, but the way I see it, this is a bigger nerf than you realize, since it's quite a bit different from failing to free ruin ''to'' ruins. With free running ''to'' ruins, you always land exactly where you expected. The only question is whether or not you take damage in doing so; the AP cost remains the same either way. With your suggestion, free running ''from'' ruins would sometimes land you successfully inside the building just fine, while other times landing you outside of the building with damage, which would force you to go back to the ruined building, enter it, and try again. As a result, what should have taken 1AP has now taken 4AP. Put differently, 50% of the time, the survivor would spend 4AP instead of 1AP. 25% of the time, they'd spend 7AP. 12.5% of the time they'd spend 10AP. And so on. Just to travel ''one block''. Actually, I think I've just convinced myself that I like this idea... {{User:Aichon/Signature}} 14:23, 14 May 2013 (BST) | ||
#:'''Re'''I have no idea what you just said,but it sounded great. lol. thanks for the keep vote. {{unsigned|Paynetrain|13:30, 14 May 2013}} | |||
#'''Keep'''-keep,keep,keep | #:<s>'''Keep'''-keep,keep,keep</s> <small>unsigned vote struck</small> | ||
'''Kill Votes''' | '''Kill Votes''' |
Revision as of 14:37, 14 May 2013
20130514 Free running out of ruined buildings
PayneTrain(NWO/FU) 13:23, 14 May 2013 (BST)
Suggestion type
mechanic change
Suggestion scope
everyone
Suggestion description
so i'm sure most of you have seen how even when a building is ruined the survivors can free run out of it,but not come back in.This seems to be a very crappy mechanic in the game because i can't see how you can't come into a heavily damaged building but can pretty easily free run out....so my suggestion aims to fix this problem in the game by giving the survivor the same chance(or percentage) for failing when free running out of a ruined building as when free running into a ruined building.i'm doing this because i have seen that even when buildings are ruined,people can use it as entry points and thus ruin the point of ruining.
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- Keep Logical mechanic that would improve the game. Bob Moncrief EBD•W! 13:29, 14 May 2013 (BST)
- Keep - I could be convinced differently, but the way I see it, this is a bigger nerf than you realize, since it's quite a bit different from failing to free ruin to ruins. With free running to ruins, you always land exactly where you expected. The only question is whether or not you take damage in doing so; the AP cost remains the same either way. With your suggestion, free running from ruins would sometimes land you successfully inside the building just fine, while other times landing you outside of the building with damage, which would force you to go back to the ruined building, enter it, and try again. As a result, what should have taken 1AP has now taken 4AP. Put differently, 50% of the time, the survivor would spend 4AP instead of 1AP. 25% of the time, they'd spend 7AP. 12.5% of the time they'd spend 10AP. And so on. Just to travel one block. Actually, I think I've just convinced myself that I like this idea... —Aichon— 14:23, 14 May 2013 (BST)
- ReI have no idea what you just said,but it sounded great. lol. thanks for the keep vote. —The preceding unsigned comment was added by Paynetrain (talk • contribs) 13:30, 14 May 2013.
Keep-keep,keep,keepunsigned vote struck
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