Suggestion:20080710 Construction Class08

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This suggestion was voted as spam and closed for voting, with 1 keep, 2 kill, and 10 spam votes.


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20080710 Construction Class08

Ashcorvin1 16:42, 10 July 2008 (BST)

Suggestion type
Class Addition, Skill Modification/Creation, & Balance change in AP usage & XP collection

Suggestion scope
Players in Malton and Monroeville(possibly)

Suggestion description
The basis behind this much debated subject was to breakout the stale "Construction" skill for a new subset of skills and the addition of a new class while limiting and balancing it's capabilities versus the needs of players playing zombie characters. Keep in mind this is raising the AP costs for all character classes, in doing so this should intentionally make older, experienced characters take a new route in being able to fix anything while being supported by characters whose aim may still be on killing zombies and ushering in new characters interested in the reduced cost to possess the ability to repair the crumbling buildings and barricades. This should also help in creating an inter-class cooperation while making it easier for zombies to break more barricades and ruin buildings if characters aren’t out their making repairs or close by to make repairs due to the added costs.


Creation of new survivor class

· Removal of “Construction” skill from “Miscellaneous” listing.

· Create new skill set for all classes– “Construction” that includes 3 sub levels: Mechanics, Carpentry, Renovation and a Master sub-sub-level.

· Those with the existing “Construction” skill will be able to upgrade to 2 of the 3 new Construction skills at “Special” level– but not all 3 or higher unless they possess the required XP.

· Barricading (= Carpentry) will now cost 5AP per action, each upgrade in Carpentry will lessen the AP Cost: Basic = 4AP:1XP, Special = 3AP:2XP, Master = 2AP:3XP.

· Repairing (=Renovation) a building is determined by the status of the building. The Renovation skill divides the AP cost for the Construction class for repairing a building, lessening each repair cost with an upgrade in their Construction Skill set. Basic – Cuts AP cost by 25%:1XP per 2AP spent, Special – Cuts AP Cost by 50%:1XP per 1AP, Master – Cuts AP Cost by 75%:2XP per 1AP spent. EX: A Master Renovator enters a ruined police department, it costs 20AP to repair damage for standard players – for the Master it costs 5AP.

· Repairing mechanical items (=Mechanics) will now cost 5AP per action, each upgrade in Mechanics will lessen the AP Cost: Basic = 4AP, Special = 3AP, Master = 2AP.

Construction Class

· Will start with “Basic Carpentry,” the ability to barricade at 4AP.

· Will start with a “Toolbox”

· Will NOT start with “weapons” even though the toolbox could be used as a weapon, it would not be recommended due to the character’s function.

Construction Skills – 75XP for Construction class characters – 100XP for all other classes and for each subsequent upgrade.

· Mechanics

o Basic Mechanics – Ability to repair mechanical items for a cost of 4AP gaining 1XP.

o Special Mechanics - Ability to repair mechanical items for a cost of 3AP gaining 2XP.

o Master Mechanic - Ability to repair mechanical items for a cost of 2AP gaining 3XP.

· Carpentry

o Basic Carpentry - Ability to barricade for a cost of 4AP gaining 1XP.

o Special Carpentry - Ability to barricade for a cost of 3A gaining 2XP.

o Master Carpenter - Ability to barricade for a cost of 2AP gaining 3AP.

· Renovation

o Basic Renovation - Ability to repair buildings for a reduced cost of AP by 25% gaining 1XP for every 2AP expended.

o Special Renovation - Ability to repair buildings for a reduced cost of AP by 50% gaining 1XP for every 1AP expended.

o Master Renovator - Ability to repair buildings for a reduced cost of AP by 75% gaining 2XP for every 1AP expended.

· Master Craftsman – When all 3 Master levels are obtained and the character has reached a character Level 3, for an additional 75XP or 100XP, the Master Craftsman will be able to perform mechanical repairs for 1AP gaining 4XP, barricading for 1AP gaining 4XP, and building repair at an 85% cut in AP cost gaining 3XP for every 1AP expended.

I would be heavily interested in seeing this deployed in Monroeville first and if it was successful, seeing it ported into Malton, can’t count how many ruined, unbarricaded buildings I’ve seen in Monroeville, but that’s a personal preference thing I guess.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
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Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. I demand a recount. --Sir Topaz DRGR 17:10, 10 July 2008 (BST)


Kill Votes

  1. Kill Too extreme. It simultaneously mega-nerfs and super-buffs. --Jon Pyre 16:59, 10 July 2008 (BST)
  2. Kill - In theory, a very good idea. However, in practice it's horrendous. Zerger's can exploit this to keep their main accounts safe while creating an army of zerglings to do the hard work for them. I really don't like the XP gifts either. You should never gain XP for something like barricading. It's just too easy to do. This suggestion in it's present form would never pass. However, if you strip it down to the basics, take away the new class and the XP gain and modifiers on ruins and generally make it a hell of a lot more balanced, it might just might get through. -- Cheese 17:21, 10 July 2008 (BST)
    • Re Isn't that a free lunch? You pay to barricade but don't get anything? Is that nuts? Maybe everyone missed the point. Thanks for the constructive criticism though. I wasn't aware we had so many zerglings in Malton and Monroeville, aren't we all on the honor system anyway? Ashcorvin1 13:00, 10 July 2008
      • A free lunch would be barricading for free. Barricading and not getting XP isn't a free lunch. You spend a handful of AP to barricade and the zombies have to spend several handfuls of AP to remove them again. If you're going to work on this some more, bear in mind that you need to have it so that it's slightly harder to remove the barricades than to put them up. Otherwise there would be no survivors left. This is a table of cade destruction rates that I put together for an old suggestion. Check out this as well. It's a rough estimate of barricade construction rates. It's always best to have something to work from. -- Cheese 21:19, 10 July 2008 (BST)


Spam/Dupe Votes

  1. Spam-o-licious - Where do I start? For one thing, way too overcomplicated. For another, you totally nerf every low to mid level survivor in the game by making it that much harder to be useful, i.e. all that extra XP you need to spend on skills that in isolation do very little. All this does is make things a giant pain in the ass, and for no good reason, really. --WanYao 16:48, 10 July 2008 (BST)
  2. Spam - I have read enough. For starters, this suggestion enables the creation of barricade zergs with ease. this is just a no fucking go right away. Next, it is a serious fucking ruin nerf. It only just became worth the effort to do in the first place. No thanks. Giving humans EXP for cading? um, no thanks. That just encourages massive overcading all over the game by retarded newbies and zergers (Whom you have enabled), which locks everyone either indoors or out with little hope of finding an entry point. Damned edit conflict. --The Grimch U! E! 16:50, 10 July 2008 (BST)
  3. Spam - Pretty sure I've seen something like this before. But since I can't find it...I'm just going to say what I think I said then: We don't need a bunch of level 1s barricading and "helping" people repair their suburbs for XP. It will only motivate people to over barricade entry points, as Grimch pointed out before me. --Amber Waves of Pain 17:08, 10 July 2008 (BST)
  4. Spam - Another night, another dream, and always you. It's like a vision of love that seems to be true. Another night, another dream, and always you. In the night I dream of a love so true. --Sonny Corleone DORIS MSD pr0n 17:12, 10 July 2008 (BST)
  5. Spam – Yeesh. Listen, Construction is not and should not be the main focus of the game. This is ridiculously over-the-top in terms of effort required and reward gained – you build barricades because they protect you, you don't need and shouldn't get XP for it! Also, enables level 1 cade-zergs. Please, next time take it to Talk:Suggestions first. ᚱᛁᚹᛖᚾ 17:13, 10 July 2008 (BST)
    • Re I don't really see how this idea would become the main focus of the game. And the idea of building barricades seems like a free lunch move - everything gained - nothing lost, hence the hike in AP, that was the plan anyway. Yea thought about that but it seems like the discussions become completely unproductive in the first 3 lines of discussing. I was hoping for more "how to fix this" rather than "waa its nerfing and buffing and making zergs" you can make level one zergs anyway, whats the difference, don't the magic countermeasures work? Tell me how to fix it, not how much its wrong please. Ashcorvin1 12:57, 10 July 2008
  6. As above. And Karloth, you will get your recount. The count so far...1 Keep, 2 Kills, and 6 Spams. Want another recount? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:26, 10 July 2008 (BST)
  7. Spam Is this enough to spaminate this yet?--– Nubis NWO 17:38, 10 July 2008 (BST)
  8. Spam - As above. Except Saromu. That poem is simply gawd-awful.  Billy Club Thorton  T!  RR  19:15, 10 July 2008 (BST)
  9. Spam - As my esteemed colleague Mr Thorton --Sir Bob Fortune RR 21:56, 10 July 2008 (BST)
  10. Spam - Retarded on every level. Spaminate this shit already. --This is you talking hurrrrr - Crypto LOL 00:29, 11 July 2008 (BST)