Suggestion:20080901 Feeding Drag in Large Buildings
20080901 Feeding Drag in Large Buildings
Necrodeus T M! 20:48, 1 September 2008 (BST)
Suggestion type
Skill
Suggestion scope
Zombies with Feeding Drag
Suggestion description
Feeding drag allows a zombie with the skill to drag a survivor of less than 12HP outside the building, through an open door at the cost of 1AP. I propose that a zombie in a large building, who has made their way through the building, to do the same, at a cost of 2AP.
This will then deposit the zombie and survivor outside the open door, exactly the same as usual, with the difference that both would be a block away from where they started. In effect, this is similar to survivors dumping bodies outside a fort.
This makes sense from a gameplay point of view, because after all, a zombie is self aware enough to enter a building and move through it, it follows that the zombie is also intelligent enough to remember where thee exit is. In the event of more than one exit being open at the time, one is chosen at random to represent the zombie heading towards the first exit it notices.
This would be useful for feral zombies more than hordes, in the same way that feeding drag on it's own is more useful to ferals than hordes. It also fits into the nice flavour that Feeding Drag as a skill adds to the game.
Note that this has no practical application for griefing, any more than dumping a body from the fort has.
To recap, A zombie can use feeding drag in a large building, with the same effect and restrictions as usual, except that it costs 2AP and drags the survivor through the building and then out of it.
I think that's everything. Thanks to WanYao and Swiers for picking it apart, and everyone else on Talk:Suggestions
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Keep Votes
- Author Keep --Necrodeus T M! 20:48, 1 September 2008 (BST)
- Possible Keep What happens if the door has been shut? Are they dragged to the inside of block you entered from? --RosslessnessWant a Location Image? 21:31, 1 September 2008 (BST)
- Keep --Good Reasoning. LemonHead7t7 *̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡|͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|]]| ̡̡̡ ̡ ̡ ̴̡ı̴̴̡ ̡*̡͌l̡* Talk/PDA/Red Rum/MOB 21:59, 1 September 2008 (BST)
- Keep/Change - See Discussion page for changes. However, reasonable and in-genre suggestion. -- Galaxy125 23:08, 1 September 2008 (BST)
- Keep - Nice. I like it. -- Cheese 23:38, 1 September 2008 (BST)
- Keep - This is a good idea.--Karekmaps?! 01:19, 2 September 2008 (BST)
- Keep - I like it. --Papa Moloch 01:27, 2 September 2008 (BST)
- Keep - very well thought out. dont know if it will ever make it into the game but since it's so well thought out you get this keep. --Lt.G Deathnut | TheStayPuftMan 02:15, 2 September 2008 (BST)
- Keep - I like it. A useful and fair suggestion, good sir. --A Kenyan Mangrove Crab 03:25, 2 September 2008 (BST)
- Keep - As I said in Talk:Suggestions, I'm not convinced this is necessary. However, I still like it. It's logical and it's good for ferals. Also... Axe Hack's Kill vote is actually one of the strongest arguments for this suggestion: they are all just one big room! EXACTLY! --WanYao 03:34, 2 September 2008 (BST) Grrrh... Adding, in response to Rosslessness: I'd suggest that if all the doors are closed, you don't move at all and get a message like, "You see no way out" -- something simple. But I think moving to the open tile... No... bad idea, that is griefable... very, very griefable... But this tiny oversight doesn't change my vote. --WanYao 03:44, 2 September 2008 (BST)
- Keep - I like it, very useful. -- DirtManT|FU|StäV 04:53, 2 September 2008 (BST)
- Keep - Brilliant, I love it. Logical as well.-- Adward 08:39, 2 September 2008 (BST)
- Keep - Sure. Why not? Dragging harmanz is fun. - Headshot Hal Talk +1 Casting Call 20:14, 2 September 2008 (BST)
Kill Votes
- Not really too useful now, as buildings aren't submaps where you could walk around in. Right now, it's as if buildings are just one big room. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:53, 1 September 2008 (BST)
- Kill' I am with axe--Airborne88T|Z.Quiz|PSS 03:44, 2 September 2008 (BST)
- Kill No character currently knows the status of the doors (or barricades) in another block (with the logical exception of binocular use). Since this effectively allows (requires) Zombies to see which doors in a large building are open in block other than their own (and thus which barricades are down) you'd be opening a floodgate for survivors to know what the barricade levels on all four corners are, etc; you can't logiclly grant zombies that ability and deny it to survivors. The harm from that (to balance or to game logic) far outweighs the puny benefit to feral zombies, who feed VERY well in mall sieges already. Swiers 07:49, 2 September 2008 (BST)
- Kill You're going to drag me past Bed Bath and Beyond, around the corner at Macy's, past the Ms. Field's Cookies Kiosk, around the Mall info banner, out the door, and into the street? No. Deyo 18:55, 2 September 2008 (BST)
- Also, it takes 5AP to drag an unresisting zed out of a fort. You want to get a kicking, screaming survivor out the door in 2? The following statement is sarcasm. Glad to see you're thinking about game balance. The preceding was sarcasm. Deyo 19:00, 2 September 2008 (BST)
- Kill - As the guy above me. With some changes/fixes, I could consider something like this, but this ain't happening in its current form.--Kolechovski 20:02, 2 September 2008 (BST)
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