Suggestion:20130621 Mob Advantage

From The Urban Dead Wiki
Revision as of 15:02, 14 August 2013 by Spiderzed (talk | contribs) (Undo revision 2081224 by Anja Arnheim (talk))
Jump to navigationJump to search
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


20130621 Mob Advantage

Surgeon General of the City of MaltonAnja 18:08, 21 June 2013 (BST)

Suggestion type
Attack accuracy adjustment.

Suggestion scope
Zombies.

Suggestion description
The proposal to adjust accuracy for a standard zombie bite and claw attacks, a skill I like to call Mob Advantage. This 'passive' skill allows zombies additional opportunity to get a chance to land a successful strike or bite on a survivor when they are part of a larger group in the same building.


- As zombie, for every zombie you are with in a lit building, you gain a .50% chance to land a successful strike or bite on a survivor or zombie.

- As zombie, for every zombie you are with in a dark building or outside, you gain a .25 chance to land a successful strike or bite on a survivor or zombie.


Example- A small group(of seven zombies) breaks into a factory. The factory has three survivors inside of it, and it is lit. Any one of the seven zombies inside the building would now have a 3% additional chance to either smack or bite a survivor or one of the other fellow zombies.

Example- Next door to that factory, the big bash four mob (of 121 zombies which is almost unheard of in these days) breaks into the mall. The mall is not lit up with electricity, because a gker decided to ruin it for everybody. The zombies inside of the mall would have a %30 additional accuracy boost to attack either survivors or themselves.


With light, zombies and survivors are granted the same potential to kill one another, and the same can be said about darkness, but what makes this different is that not only would this make generators more valuable of an item in terms of potential use, but also for potential tactics. The use of generators in Malton can change everything, especially when dealing with mobs. It would put the survivors in a situation like this...


Example- The Ridleybank Resistance Front is trying to retake Blackmore from a bunch of survivors who managed to somehow stay inside for about two hours. The zombies have destroyed the barricades and gone in, only to discover that they were outnumbered (56 zombies versus 91 survivors). The blackmore building has been lit up, and the zombies would like to use the light to their advantage. The survivors also would like to use the light to their advantage, but recognize the fact that because the light gives zombies far better accuracy, and since they are in a fairly large group, they will be a lot more efficient in killing humans with their AP. The survivors would be put into a position where they may consider destroying their own generator for the sake of holding off a little bit longer, while the zombies would wait until the very end of their siege to destroy the generator, causing the building to go black.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

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. Keep - Although I think it makes more sense for it to be calculated for each square of a large building (such as a mall) separately, rather than together. It seems strange for the presence of zombies in one end of a mall to affect what's going on at the other end. Bob Moncrief EBDW! 18:26, 21 June 2013 (BST)

Kill Votes

  1. Zombies are already well-off in terms of killing ability. Newbie zombies generally beat newbie survivors in terms of % to hit. (Firefighters tie % to hit but win on damage; privates and cops win by 5% and win on damage.) On fully levelled characters zombies win over survivors on melee, but lose to firearms. Yet firearms always need to be searched for and ammo can always run out. This reads to me as balanced. The game isn't lame in terms of combat; it's lame on barricades (in many respects) and the over-importance of the zombie metagame. (And a bunch of other things.) Barricades aren't fun to zombies: for one reason, getting strings of non-successes over many AP used to attack the barricades isn't encouraging. You lose AP while seeing nothing new and making no changes to the game world. It's also lame to rely so much on the zombie metagame for coordinating attacks; zombies have a greater need for the metagame and also get more out of it. --  AHLGTG THE END IS NIGH! 19:36, 21 June 2013 (BST)
    So I'd be interested in suggestions that make barricade smashing less "random" and more fun. (This can be partly accomplished by increasing the % success to bring down a barricade level but also increasing the number of levels to bring down. You'd do this to retain the average AP spent to take down any number of barricade levels, and make it so that you'd see fewer non-successes. That means your AP spent is more likely to actually "do something". I feel like this would be better.) I'd also be interested in changes in game mechanics that makes feral zombies more effective and the zombie metagame less super-effective. I figure your suggestion is really about making zombies more effective at killing survivors; and you're seeking to improve the portion of this involving zombie confronting survivor and attacking survivor. I think this part is fine; it's getting to this part that needs work. --  AHLGTG THE END IS NIGH! 19:36, 21 June 2013 (BST)
  2. Kill - It's actually a very well-considered suggestion and shows a lot more finesse than I'm used to seeing in suggestions. The problem, however, is that it strengthens those who are already strong. Specifically, zombies in larger groups are already stronger than survivors at comparable numbers, simply because barricades are a survivor's best means of gaining the AP advantage in battle, but barricades are nearly meaningless against a horde that can establish a beachhead. What this suggestion does is buff those zombies that are already more than capable of defeating survivors. I'd rather see the buff occur when there are fewer zombies, since it would help newbies and loners out, and they're the ones that need the help the most. Aichon 21:31, 21 June 2013 (BST)
  3. Kill - Would create a double pump effect for organized hordes (who are already overwhelming), while doing nothing for ferals (who are the zombie sub-set that really needs to become more dangerous). -- Spiderzed 13:24, 22 June 2013 (BST)
  4. Kill - Zombies already have a mob advantage, it's the fact that each additional zombie brings 50 AP to a siege. SupereviloverlordTalkContribNWO 14:44, 22 June 2013 (BST)

Spam/Dupe Votes




Voting Rules
Current Suggestions

Advice to Suggesters

  1. Adding options to your suggestion is not good practice. Others will not vote on the options, only the main body; please don't ask them to do so.
  2. Once you have posted your suggestion, it is considered complete. Altering the suggestion mechanics after voting has begun nullifies existing votes, and is considered an abuse of the suggestions system. Doing so will result in your suggestion being removed from the voting system to removed suggestions, where you can work out the details and resubmit later if you desire. It is preferred that you remove your own suggestion and resubmit a new version with changes, if changes are needed.
  3. "Notes" added for clarification purposes, and correcting spelling/typos are permitted. When considering adding a clarification note, it is often better for all parties involved, for the author to remove the suggestion and resubmit it with the clarification included for the voters who have already placed their votes.

Advice to Voters

  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button at the top of the voting section, then enter your vote in the the proper format to the end of the relevant section (keep/kill/spam).
  5. It is strongly recommended that voters (especially in the kill/spam sections) justify their vote to help others understand the reason they disagree. Feedback helps new suggesters get a feel for what the community does and does not want included in Urban Dead, and a deeper understanding of the balance needed for a workable suggestion.
  6. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  7. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.
Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss the suggestion or vote here, please use this page's Talk page (Suggestion talk:20130621 Mob Advantage). Suggestions do not have to be submitted in order to discuss them. Developing Suggestions can be used to workshop possible suggestions before they are submitted.

Valid Votes
  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described on the cycling suggestions page. Dupe votes will not be counted when votes are tallied.
  • Humourous, for suggestions that are obviously intended to be satirical, or of comedic value only.}}
Suggestions can be removed with Humourous votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Invalid Votes
  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.
Comments
  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.
All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. 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)
  2. 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

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)