Suggestion talk:20081105 Flak Jacket Update
Discussion (Flak Jacket)
If you're going to start whining that your a zombie and don't want to buy brain/flesh rot but still want the benefits you better have a good excuse... --Kamikazie-Bunny 15:05, 2 November 2008 (UTC)
Would make searching police departments more popular as you could find a needed flak jacket alongside the ammo (short for: less mall centric), also makes carrying two worth it. But I still don't know if I like this. - User:Whitehouse 17:10, 2 November 2008 (UTC)
50 HP would probably be too little. It'd be only about four deaths and then you'd have to get a new one. By the way, would flak jackets degrade if you get shot as a zombie? Logically they should, but that would just destroy them faster. --Midianian|T|DS|C:RCS| 17:31, 2 November 2008 (UTC)
- The amount of health the Flak Jacket has is open for debate, I picked 50Hp because it was the same as the amount of health the user has by default and worked fine for quick number crunching. I'll happily raise it to 100 if people agree it's too low. Any thoughts on variable health when finding them? (added info for zombies). --Kamikazie-Bunny 18:20, 2 November 2008 (UTC)
- Maybe have varying health, but it could get kind of annoying to constantly find 1HP flak jackets. Perhaps have a limit to the amount of damage that they can have? Linkthewindow Talk 21:11, 2 November 2008 (UTC)
Assume found secondary Flak Jacket parts are 'scrapped' to replenish the worn flak jacket. So: find a flak jacket, wear it automatically, find other flak jackets, their "healths" when found are added to that of the worn flak jacket, up to the maximum. Flavor text would go as (initially) "You find a (good / partially damaged / badly damaged) flak jacket and wear it," then for each subsequent flak jacket found, "You find a (good / partially damaged / badly damaged) flak jacket and scrap it for parts." I would suggest jackets at >65% of the maximum are "good," 30%-65% of the maximum to be "partially damaged," and <30% of the maximum to be "badly damaged." Oh, and beware of dupes, this looks like a familiar idea. -- Galaxy125 21:44, 2 November 2008 (UTC)
- Parts? I don't know if flak jackets really have parts. I like the idea, but that flavor text sucks. - tylerisfat 07:34, 3 November 2008 (UTC)
- True, flavor text is not my strong suit. I figured most permanent damage to body armor comes from its non-bulletproof materials wearing out, like the velcro that holds it together, which could be replaced. -- Galaxy125 09:30, 3 November 2008 (UTC)
Yes! This is a great idea. Now that zombies can't cry about how degrading flak jackets is terrible for rotters this is exactly what we need. I say you up it to 100. So you mean that if i get shot with a pistol for 5hp, 1hp comes off my flak's 'health' and 4hp comes off my health? If that is the case a death from 60 via pistol or shotgun is 13hp for the flak. 100 seems good to me. Finding damaged ones would suck, they should all be 100.--xoxo 21:50, 2 November 2008 (UTC)
- Oh yeah plus this is pretty damn dupey, but imho it should be allowed to have a run through as it is in response to a game update.--xoxo 21:51, 2 November 2008 (UTC)
- I would find a dupe, But it was on T:S and thus has been purged. Does anyone recall why this was bad? ■■ 22:53, 2 November 2008 (UTC)
- If I recall correctly most of the people who said nay felt that zombies were put at a disadvantage especially if they got the rot as they were the main victims of firearms yet would have to keep getting revived for jackets. Hence why I feel it should be given a new lease of life as the main argument is now null, feel free to correct me though if I'm wrong. --Kamikazie-Bunny 23:03, 2 November 2008 (UTC)
- I would find a dupe, But it was on T:S and thus has been purged. Does anyone recall why this was bad? ■■ 22:53, 2 November 2008 (UTC)
Flak jacket health upgraded to 100 (from 50) based on discussion, relevant numbers changed. It's seems most people are against the idea of finding damaged flak jackets, whilst I have no problems leaving this out how would people feel having it vary between 75Hp and 100Hp when found just to add a little random chance. Personally I think it would be easier to leave it out and have them all found at 100Hp but I figure I'd put the idea out there. --Kamikazie-Bunny 22:58, 2 November 2008 (UTC)
- Agree with the new numbers. I'll though out a "repair" idea (using a certain number of AP's to repair damage-2/1 comes to mind,) but that may need a bit of working. Linkthewindow Talk 10:34, 3 November 2008 (UTC)
I endorsed this before the rotter update and now that the main kill reason is gone i see absolutely no reason why it should not pass with flying colours... For the record armour vests often have ceramic plates which slide into pockets for added protection. Adding these as a "first aid" kit for armour might be a flavoursome way to repair them or just a way to boost the amount of hits they take before becoming useless? --Honestmistake 10:38, 3 November 2008 (UTC)
The ceramic plate is actually a good idea to me. You have your base vest, and then you add ceramic plates as you go. Wouldn't have to carry two flak jackets, and you can store up to a much larger amount of armour total (being able to replace the damaged part of your vest), but at the cost of increased encumbrance. That would also fall in line with the current bite flavour, as the ceramic/metal plates are more developed against ballistic rounds instead of stabbing/biting/cutting/hacking etc. There's also the fact that those kinds of attacks generally end up in the extremities or in areas that aren't normally covered by a vest's protective parts.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 11:13, 3 November 2008 (UTC)
- I think being able to repair flak jackets would over complicate things. At the moment they only have 2% encumbrance so you may as well carry an extra one that automatically takes over when the current one is destroyed as opposed to messing around and repairing your current one. --Kamikazie-Bunny 15:23, 3 November 2008 (UTC)
- Is a vest really only 2%??? Should be at least 5%. Anyway I kinda like my ceramic plates idea. Give the vest a 75HP base and allow ceramic plates to "heal" 50 at a time upto a max of 100 (or even 125?) Put vests upto 3% enc with plates adding 2% and weighing in at 2% for spares--Honestmistake 15:47, 3 November 2008 (UTC)
- Overcomplicate things? Its basically just a gun. Instead of killing stuff, you're healing your armour.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 20:14, 3 November 2008 (UTC)
This change could have a useful side effect. If each flak jacket requires 2 extra characters in the inventory field to store its health, the inventory field will have to be enlarged. And my rotter will use the extra slots for radios instead. --Explodey 11:52, 18 November 2008 (UTC)
- inventory doesn't work like that anymore does it?--xoxo 14:47, 18 November 2008 (UTC)
- It does, but it's mainly camouflaged by encumbrance. There is still a hard 50 character (well, 49 + 1 item) inventory string length limit in addition to the 100% (98% + 1 item) encumbrance limit, and there are still circumstances when one is reached but not another. For example, if you were full encumbered with generators (5 items, 100% encumbrance) and opened a crate containing 6 fuel can, you could pick it up with no problems, taking you to 11 items and 160% encumbrance. If you were fully encumbered with 49 flares and a fuel can (50 items, 108% encumbrance) you could maybe pick up 1 fuel can, and the rest would be dicarded due to exceeding the string length. For more info, see also Items internal codes. ᚱᛁᚹᛖᚾᚨᚾᛏ 07:33, 19 November 2008 (UTC)