Description: Ok how many times have you been under seige and you just cant go outside because there are 15+ zeds outside?
Are there no windows? I've been curios why survivors cant shoot out of windows for 1 ap to go over to one.
to make it fair the succes rate would be halfed (like a dark building)if there are cades. (you would have to climb over and on top of them)
what do you guys think?
reviving factories
Timestamp: 13:07, 31 December 2010 (UTC)
|
Type: building, 2 skills, 1 item improvement and addition
|
Scope: survivors
|
Description: Malton has lots of factories and are very much useless unless used as a stepping
stone. I suggest that factories become more useful in the game by making them active for survivors.
Outline: Factories to be activated, "Building improvement" skill(sub for construction), "Work"
skill(to use the activated factories), and schematics(explain later).
I know this improvement may take up some bytes but i think i may help give an idea. first is that
factories are to have three states: ruined, normal building, and activated. A normal building
serves like any other building, a hideout to be barricaded but an activated building is building
that produce a certain kind of product. So how to convert normal building to be activated-
Survivors are needed to have a building improvement skill. The "Building Improvement" skill uses a
toolbox and a certain type of schematic to upgrade the factory into a specific type(e.g. pistol
factory, engine factory, one-item* factory). In the process of converting, it does not turn
immediately and will take repetition maybe 30 times just like barricading except much harder. The
way to know it is as the same way as showing the level of barricade(please give suggestion or edit
this part).
Schematics are in a specific type and can be found in the library only with a low chance
rate.
Once a factory is activated, survivors must first relearn a skill that adults retire
from-"WORK." This skill is used to work for that factory and in return grants them a type of item.
Manufacturing that Item takes a big AP from the survivor. They click sit first before the
manufacture button appears
for 1 person is 35 AP, 2 persons is 34 AP, 3 people is 32 AP, 4 people is 28 AP, 5 people is
24 AP, 6 people is 19 AP, 7 people is 13 AP, 8 people is 12 AP, 9 people is 11 AP, 10 people is 10
AP, 11 people is 9 AP, 12 people is 8 AP, 13 people is 7 AP, 14 people is 6 AP, 15 people is 5 AP.
that ends there.
factories also produce the most loudest sounds in a plague suburb therfore zombies are prone to it.
These factories will be really hard to convert because zombie intervention can slow down and/or
destroy the improvement by maybe turning the metals to scrap. destroying the improvement is easier
than adding one. And the most hardest would be when the zombie targeted the factory itself and not
the improvement
This idea was inspired from another idea of "from rouge to modern." We are the rouge and the past is
the modern.
Please edit for the favor of the zombie and a little for survivor because i was told that the idea
was already too helpful for the survivors.
furmont << ME :D
|
Discussion (reviving factories)
As best spot to get gennies and 2nd best spot to get fuel cans, factories are already one of the three most important TRPs along with hospitals and NTs. No need to make them more important. -- Spiderzed▋ 15:15, 31 December 2010 (UTC)
- Also, this is way too complicated, and some of it doesn't even make sense. You're suggesting something that needs two new skills, a new rare item found in a completely different location (and that is not only rare, but comes in different types from what I understand) plus a shitload of AP AND people to even begin working. Then there is the "for 1 person is 35AP", the "loud noises" and "the zombie targeted the factory itself and not the improvement", which I have no idea what you are talking about. Also, there is no way to edit this in favour of zombies. Even if you make it easier for zombies to counter the factory, it's still helping only survivors, albeit a little less.
- Sorry man, just can't see this working. Plus, what's the deal with the signature? You're supposed to timestamp up there, which will link to your profile. Instead, it looks like you copy/pasted the date from somewhere else and signed in plain text in the end of the suggestion. ~m T! 01:27, 4 January 2011 (UTC)
Recon Training
Timestamp: Bjornkarl 10:48, 29 December 2010 (UTC)
|
Type: Skill
|
Scope: Survivors, Military skill
|
Description: This skill would be made available as a Military skill. There are 8 ways to look with binoculars: purchasing this skill would provide an additional option at the cost of 6 or 7 AP to look in every direction with a single action. This way, players could still look in a single direction for 1 AP, or 3 directions for 3 AP, but a complete circular sweep would be more AP economical. An additional tier of this skill could be Advanced Recon training, which would reduce the cost of the sweep to 4 or 5 AP. The existing rules applying to where binoculars can and cannot be used would not be altered.
|
Discussion (Recon Training)
I love using my binoculars, and I'd like this. Sounds more military than zombie hunter. ~m T! 15:49, 29 December 2010 (UTC)
- I love the idea. Binoculars are underused as it is, and this would put more emphasis on recon in smart survivor groups. —Aichon— 19:26, 29 December 2010 (UTC)
- I admire this idea. If it is taken into voting, I am giving it a huge YAY vote Gargulec 20:38, 29 December 2010 (UTC)
- The reason Binoculars are underused is because they are pretty pointless for 99.5% of players. --Honestmistake 01:06, 30 December 2010 (UTC)
- How are they pointless? I use them all the time...--Bjornkarl 05:15, 30 December 2010 (UTC)
- He was suggesting that only 0.5% of the population is made up of players in smart survivor groups in response to my earlier statement. —Aichon— 07:17, 30 December 2010 (UTC)
- NOTED, changed --Bjornkarl 00:50, 30 December 2010 (UTC)
- Maybe it should just be one skill, which makes it cost 5AP. --VVV RPMBG 22:53, 30 December 2010 (UTC)
- Like I said, I love that item too. Anyway, considering the comments above, I kinda agree that it should be just a single 5AP skill. Are there any 5AP actions? Manufacturing and Bellowing cost 10, Headshot adds 5, making Standing Up either 6 or 15. But any 5's? ~m T! 05:11, 31 December 2010 (UTC)
- ^Repairing a building which has been ruined 6 days costs 5AP. ~ 07:20, 31 December 2010 (UTC)
- I find that 4 is Kevan's favorite number, but it doesn't matter if the number is common in the game. --VVV RPMBG 07:25, 31 December 2010 (UTC)
Generator Operation
Timestamp: Bjornkarl 09:44, 29 December 2010 (UTC)
|
Type: Skill
|
Scope: Skill tree addition, Zombie Hunter skill
|
Description: Ok. I have noticed that when a generator is fueled in a building, it stays on until the fuel is gone. When the lights are on, search rates are raised, but the lights inside attract more zombies. Additionally, if there is a generator on inside and you leave the building, it just runs and runs until the fuel is depleted. I think that there should be a way to turn off generators in buildings, so as to save the fuel for a later use as well as to retain its reliability as a safehouse. These are the parameters the skill would fall under:
- Generator Operation(or something named similar) would be a Zombie Hunter skill only, requiring at least Level 10 to purchase
- A generator running with any amount of fuel in it could be turned off if you were the ONLY person there (to prevent immediate power-down griefing), i.e. leaving a factory which is currently EHB - where you were searching for a toolbox or something - and killing the lights before you leave so as to: A) not draw unnecessary attention to the TRP that is entirely unoccupied, and B) save some fuel for the next guy to search with
- This skill would not be available in Malls, NT buildings, Hospitals, and buildings with Phone Masts. In this case, a fueled generator would immediately power up and remain forcibly on until the fuel ran out
- It would cost a base 2-3 AP to restart a powered-down generator, but none to turn a running generator off (factoring in the energy required to pull-start/ helping to balance the find bonus achieved by searching with lights on)
- Every 2-3 days or so a 'powered down' generator remained continuously inactive, it would add 1 additional point of AP to the start up cost up to a maximum total of ~8 AP (factoring in the gas inside separating, the engine being cold, oil not circulated/ negating the practicality of leaving the generator off for more than a week or two
- A generator with "very little fuel left" would not be able to be restarted once turned off. It would simply revert to the "out of fuel" status
- Once turned on, the generator would forcibly remain on for at least a set period of time (5-8 hours maybe? I dont know how long fuel cans last) before the option to turn it off appeared again (hindering the ability of the fuel to last practically forever i.e. turn on, search for 30 seconds, use up your AP, then turn off. This would also simulate the amount of real world time it would take to search throughly with the lights on)
- The generator could still be destroyed normally, regardless of whether it was off of on
- Any attached radio transmitters would power up/down with the generator
- Any survivor could still refuel an empty generator, and it would immediately run without having to be turned on. This would allow newbies to still set up and power a building, but would only allow "veterans" to conserve the fuel
- At the point of (re)fueling, the aforementioned "forced on" time period would begin (once again to prevent griefing)
As an additional option:
- For the case of "veteran safehouses", anyone could turn the generator on or off if: A)Everyone in the building was at least lvl 10, B)The character attempting to turn the generator on/off had scouted the current building as a safehouse, using the Scout Safehouse skill. Again, if there was nobody else in the building, these conditions would not apply
The point of this skill would be to help preserve generators and radio transmitters - valuable and hard-to-carry equipment - in discrete safehouses, which are used by more advanced players only. Additionally, turning off the generator in more commonly used safehouses (like Hospitals and Police Stations) as a form of 'buttoning up' before heading out travelling seems much more realistic than just letting a generator run while nobody was there.
The balance of this skill would need a lot of work, but the basic idea is what I though to be important. Perhaps a decrease in the search/find rate for fuel cans would coincide with this.
|
Discussion (Generator Operation)
KISS --VVV RPMBG 11:05, 29 December 2010 (UTC)
- Just trying to throw some intentional complexity and tactic into the game...--Bjornkarl 11:52, 29 December 2010 (UTC)
- I agree with One-And-A-Half-W. It's too much complexity for just one thing. The idea is good until the part where you say you can only power off when you are the only person around, but from then on it seems really needless to me. ~m T! 15:53, 29 December 2010 (UTC)
- Yep, too many options will surely see it killed. Trim down as many additional options as possible. Keep only the ones necessary to make the skill work. Make sure not to make it overpowered/exploitable in the process. I don't think it's a bad suggestion, otherwise. ~ 17:43, 29 December 2010 (UTC)
- Yeah, that's why there is so much complexity in the requirements - without a series of built in regulations, fuel could either theoretically last forever or griefers could just turn off gennys over and over again. It would be hell to go search, waste an AP because in the time you took to click the search button somebody had turned off the lights, then go to turn the genny back on only to find out somebody already had. Repeat. --Bjornkarl 00:48, 30 December 2010 (UTC)
- Agreeing with the others here. I liked the original version before you added all of the extra stuff better than the later one. That said, even the original one was too complex. The idea is to make simple ideas that can be used in complex ways, not complex ideas that are used for simple things. That said, even if it were simple, I'm not sure that I like the idea of being able to turn off a generator. It does make sense, of course, that a person could do so, but for the game mechanics, I like the way that generators balance out now. —Aichon— 19:25, 29 December 2010 (UTC)
- I see your point. The reason there are so many damn reqs for this skill would be to add some more tactic to the survivor side of things without upsetting the balance. I wrote all of these requirements so that they would COMPLETELY cover any angle of the skill, but I will see if I can trim it down here in the next few days. --Bjornkarl 00:48, 30 December 2010 (UTC)
I see your point if a passing horde is comming near by turning off a generater would save your skin but a level 10 skill is a wee bit extereme maby make it a civvillian skill and cost 100xp it wouldnt be hard to start a generater also dont add to many things if you add a little at a time it will pass more than likely--Zombieman 11 23:49, 4 January 2011 (UTC)
Previous employment
Timestamp: -Scout talk!!!! 22:10, 11 December 2010 (UTC)
|
Type: New zombie skill
|
Scope: Zombies
|
Description: Allows zombies to be able to reconize NT buildings from the street without having to become a human to do so.
|
Discussion (Previous employment)
Not a dupe. Just something you should look at. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:33, 13 December 2010 (UTC)
I toyed with a similar idea once, under the Scent tree, that would provide the ability only flavoured as the zombie recognising a chemical smell from the building. I think a version that doesn't rely on the idea that one company has employed the entire city at some point or another would be a little better. 21:03, 14 December 2010 (UTC)
- NecroTech Employment requries that. Just an observation.---Scout talk!!!! 19:34, 15 December 2010 (UTC)
- Yes, so doubling that perception instead of opening a new avenue of thought is a bad idea. 00:23, 16 December 2010 (UTC)
World's largest dupe. See: Swiers, Iscariot.--Yonnua Koponen Talk ! Contribs 20:09, 15 December 2010 (UTC)
That would be nice but it should not be a new skill but a benifit from memories of life skill--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]
I dont see how that would work alot of zombies would not of worked for nero tech and it would make the game unballence.--Survivor 2.0 22:24, 19 December 2010 (UTC)
- Who shot who in the what now? ~m T! 16:56, 20 December 2010 (UTC)
Supposedly ghosts, spirits in the afterlife, and the like remember the last few moments of life very vividly, so assuming the same is with getting infected and dying, at least some of the zombies would remember NecroTech, right?--Axoc 14:10, 29 December 2010 (UTC)
Remove skill
Timestamp: -Scout talk!!!! 22:10, 11 December 2010 (UTC)
|
Type: Mechanics change
|
Scope: Everyone
|
Description: You would be able to forget a skill for the exact same XP as it would cost to buy it. If you mastered the game, you might want to start over, on another note, zombies with brain rot would be able to forget it.
|
Discussion (Remove skill)
You need to regain less XP than it cost to buy it. Otherwise, you could get a few hundred XP and just switch it between whatever skills you need at the time. --VVV RPMBG 22:13, 11 December 2010 (UTC)
Too easily exploitable. Imagine Death Cultists folks with a ton of excess XP who would learn and forget Brain Rot at will when it suits them. Or being able to forget Bodybuilding temporarily to make your HP appear to be maxed. How would this affect skill tree skills? If I forget NecroTech Employment, do I also forget Lab Experience and NecroNet Access since the former is a prerequisite for the later two? ~ 00:14, 12 December 2010 (UTC)
Maybe there would be a limit to how many times you can forget somthing, like you can only forget three times per skill or somthing like that, and/or limit which skills it can be used on.---Scout talk!!!! 20:11, 13 December 2010 (UTC)
This would ruin the entire game.if i want to start over ill creat another character.--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]
No way, man. A notice that "Buying brain rot may change significantly your gameplay" or "Buying headshot will make people think you are an asshole" should be enough. ~m T! 19:35, 19 December 2010 (UTC)
- Brain Rot already has a notice. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:12, 20 December 2010 (UTC)
- Yeah, forgot about that. The asshole part for headshot would be nice, tho! ~m T! 16:32, 27 December 2010 (UTC)
Maybe it gives back zero experience, and Brain Rot is unforgettable, because it isn't as much a skill as it is severe brain damage. If the only pro to this skill is that end-game players can "restart" that character, there's no point in starting the game with end-game gear, end-game knowledge, AND enough experience points to have end-game skills in two minutes.--User:Axoc 14:14, 29 December 2010
Suggestions up for voting
The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
|