Weather Effects
Swiers 19:49, 22 November 2007 (UTC)
Suggestion type
flavor improvement, tactical consideration
Suggestion scope
global / variable
Suggestion description
Weather Mechanics: Weather has many aspects that are independently variable. I propose to simulate that by having specific weather effects for precipitation, wind, temperature, visabilty, and so on. At any given time, none, some, or all of these effects may be in play. Once an hour, an effect type (precipitation, wind, temperature, visibility) is selected. There is a 10% chance at that time that that effect type will be canceled and a new (or the same) type selected.
Mathmatically, I think this works out to a 33% chance that an active effect will go away in a 24 hour period, given an effect type that has 3 options. Changes are slightly more likely for effect types with 4 options- 36.5% in 24 hours. The total chance for SOME change in the weather in 24 hours is 63.4%.
Also, if Kevan wished, these changes need not occur uniformly across Malton; the city could be divided up into quarters that get different weather changes or some such. For purposes of voting, assume they would apply uniformly to all of Malton; its not THAT big a city, and the added complexity of implementing localized weather is IMO irrelevant to the voting, though probably not much more work to code.
Weather Descriptions: Scene descriptions (both inside and outside) would have suitable text added so that players would always know the current weather conditions regardless of location. These need not tell the exact effect of the weather (the wiki could document that) but any game impacts should be obvious from the action buttons available, etc.
Weather Effects: The effects of specific weather types and how they change is described below.
- Pouring Rain: Moving into or out of a Ruin costs 2 AP. Zombie "Scent" skills don't work. Zombies who lack Lurching Gait would still pay the same 2 AP as normal- there is no further cost for them, because they aren't trying to move fast across slippery ruins.
- Blue Skies: No effect. More precisely, this uses the current game mechanics. If implemented, the weather should initially be set to this effect.
- Overcast: No effect. As above, but with a bit of extra flavor. Notice that there are TWO selections with no effect; the "Pouring Rain" effect would thus be in play (on average) only 1/3 of the time.
- High Winds: Exiting a Ruin cancels Free Running, just as entering a Ruin does. "Feeding Groan" heard at only half normal distance. A pretty major effect. During periods of "High Winds", ruins would NOT be usable as Free Running entry points. As this would be the case 1/3 of the time, you might see malls with a single actively defended VSB corner and other strategic adjustments. The halfed range for feeding groan is also a pretty stiff hit on the zombie side- it cuts the number of zombies who hear the groan to 1/4 of what it would normally be.
- Calm: No effect. If implemented, the weather should initially be set to this effect.
- Breezy: No effect.
- Bitter Cold: Barricade Build rates are reduced by 10%. Ankle Grab doesn't work. Working in the cold is difficult, and much of the scrap wood gets burnt for heat. Inactive corpses tend to freeze solid and thus take longer to stand up.
- Chilly: No Effect. If implemented in fall / winter, the weather should initially be set to this effect.
- Warm: No effect.
- Oppressive Heat: Infections cause double the normal HP loss. Zombies stand up with 10 fewer HPs. Heat stress and swarms of insects are hard on your body, living or dead.
- Visability
- Light Fog: characters in nearby blocks shown as "N Figures". You can make out buildings and such, but not the identity of people (living or dead) standing in nearby blocks. Thus the map shows only how many "figures" are in nearby locations, not their names, class, or mortal status.
- Clear: No effect. If implemented, the weather should initially be set to this effect.
- Hazy: No effect. You might not be able to see over a half mile, but that doesn't impact the game.
Voting Section
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Keep Votes
- Author's Notes This is a lengthy and somewhat technical suggestion, and some of the effects look pretty major. Please have patience to read fully and ask questions on the talk page before voting if you are unsure of the meaning. It is VERY hard to get two keep votes to balance a careless kill vote, so please don't vote kill on the basis of complexity / lack of comprehension. ~X~X~X~
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VOTING EXAMPLES
Keep Votes
- Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
- Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)
Kill Votes
- Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
- Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
- Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
- Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)
Spam/Dupe Votes
- Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
- Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)
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XCategory:Current Suggestions