Talk:Suggestions/14th-Nov-2005

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Revision as of 20:18, 16 November 2005 by Squashua (talk | contribs) (→‎Make Armouries Worthwhile)
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Experience For Barricading

  • I'm surprised this suggestion is getting such negative feedback, reaction was generally positive last time around. Survivors can gain XP by attacking zombies (and survivors), healing survivors (and zombies), using DNA extractors, reviving zombies, spray-painting buildings, and reading books. Zombies can only gain XP through direct assault, and Headshot makes accumulating XP difficult. I don't see wnhy not to give zombies an alternate XP path, and as long as it isn't statistically any better than attacking another zombie for XP (20% chance of 1 XP) it really doesn't open up any new opportunities for abuse. --RodgerYoung 02:50, 12 Nov 2005 (GMT)
    • I'd add to that that it helps mostly younger zombies, and lone zombies. These are the zombies who have the most trouble leveling IMO -- McArrowni 02:54, 12 Nov 2005 (GMT)

Make Armouries Worthwhile

You're drastically altering the game. Now people ranging from single newbies to raiding parties can just dash in a zombie-infested fort, hit Search 10 times, then run before anyone can start hitting them and repeat over a few days. Not good. --Fixen 00:51, 14 Nov 2005 (GMT)

  • Re - Heh, good point; I didn't consider that. Perhaps once you enter the armoury, you can't leave for a certain amount of time or server resets? --Sknig 00:55, 14 Nov 2005 (GMT)

Great idea that is one of the best suggestions made so far. this makes sense and follows all ogic of the game and what it would be like in real life. The above players only play as zombies so of course they vote kill. Real Players know this is a good idea and not one to be killed. --GodofGames 02:03, 14 Nov 2005 (GMT)

  • FYI, GodofGames, all of my 3 characters are survivors. I killed this because I saw an exploit that can cheapen the fun in the game by making ammo too easy to come by. --Fixen 05:05, 14 Nov 2005 (GMT)

This won't create a huge incentive to defend the fort. As Fixen said, they will run in, search, then run away. Wash rinse and repeat. You're on a good track, but it needs more discussion and tweaking to balance it IMO. --Kulatu, 02:51, 14 Nov 2005 (GMT)

  • Re What if we added a chance for a damaging failure in addition to these changes? Perhaps a chance to 'find' damaged/booby-trapped explosives that injure the player for a small (but significant) amount of HP? Naturally only in these areas. Would this risk balance things out? MorthBabid 06:47, 14 Nov 2005 (GMT)
      • Nah...that just scares people from searching in it. --Fixen 12:55, 14 Nov 2005 (GMT)

This might not necessarily be the way to make them worthwile, but it's a step in the right direction. How about allowing ranged weapon attacks from inside a Fort to hit targets outside the fort? --Squashua 17:13, 14 Nov 2005 (GMT)

    • Re - No, for the same reason all of the suggestions that would do something like this have been killed. --Sknig 22:01, 14 Nov 2005 (GMT)
      • And that reason would be... ? --Squashua 20:18, 16 Nov 2005 (GMT)

Maybe ability to barricade the fort spaces? Then the glitch where they are treated like different buildings (like malls) will occur. Once that is fixed maybe that will work. Also, Don't let armories get barricaded or just a little. Maybe then forts will be better. Also, armories could be a place where weapons are fixed to the armory or fort itself, allowing you to search the armory for ammo, and filling the fort up. Also, thefixed can shoot up to one block away, but not into buildings. Last of all, add rubble. Depending on the number of barricades torn down, the more rubble. Like building barricades, it takes one AP to clear a piece of rubble and rubble can only be cleared from the outside, sofort will need a large group(s) to man. Only after there is no more rubble, can you repair the barricades. Complex, but I think it will do it. --Sauron the Deceiver 01:29, 15 Nov 2005 (GMT)

  • Re And one space can be the gate, only barricadable up to very strongly. Armory should be very strongly or less. --Sauron the Deceiver 04:07, 15 Nov 2005 (GMT)



Punk


Colored Flares


Allow people to see all combat that occured


Awareness


Fort Fortifications


Reduce Chances for Escape

Keep in mind that the impact will likely not be felt unless someone enters an area of MANY enemies (like a Zombie entering a Mall with 30 Survivors), and I did set a maximum penalty, so there will always be a way to escape. Hit-n-Run guerrillas will be fine attacking small groups; they just shouldn't go up alone against a huge mob (and they'll still be able to escape). --Squashua 17:21, 14 Nov 2005 (GMT)

Two points: 1 - 10APs is just too much, IMO. This way a 200+ zombie horde like RRF is virtually unbeatable: whoever tries a stand has to budget in 10APs, which are 1 zombie less down with Shotgun training. It's too unbalancing. And mind that the chances to find huge groups is getting more and more likely as time goes on. Probably simplifying and recalibrating the APs would be better. For example, 3APs for a single 20+ elements threshold, full stop. 2 - what does it happen when you have two big groups fighting, i.e. 40 humans vs. 45 zombs like in the last Giddings Mall siege? Would both groups be affected or would the impact be calculated on the ratio? --Seagull Flock 10:35, 15 Nov 2005 (GMT)

Sniping


Flavor Weapons


Sniper Skill


Thief Class


Electrical systems