Suggestion talk:20070524 Generators in Ransacked buildings

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As far as i am concerned the fact that a generator will allow revves for rotters in a ransacked NT is most likely a bug rather than a deliberate state of gameplay. Why insist that rotters can only be revived in powered NTs if its not because the reviver has access to state of the art computers and other equipment? When ransacked these are smashed and unusable, thus to allow a revive ignores the fundamental logic of the restriction, as i said in my vote if you don't need the equipment just the power, then why restrict the building type at all? People crying OHNOES the poor harmanz need this as their only defence... WTF? people you have shotguns! Leaving this in game seriously nerfs zed tactics and basicaly makes NTs an unatractive target since we can't deny harmanz the resources it contains and very few people sleep in em in anywhere but the safest areas. --Honestmistake 09:18, 31 May 2007 (BST)

So bleeping what. Getting revived is the only way a zombie "dies" The fact that zombies have any protection against it is special. It's also needed for balance purposes. But the incistant whining of zombie players that reviving them is somehow "cheating" and "nerfs zed tactics and basicaly makes NTs an unatractive target since we can't deny harmanz the resources it contains" is bull. Yes it does all that. At a 10AP cost per kill. So what? It isn't cheating any more then killing a survivor is for a zombie. You can argue that the cost or delivery could be changed, but the fact is that zombies almost always can be sure that they don't stand up as the other side. Something survivors don't have at all. So a little less whine won't hurt. But anyway. Jorm's put up a solution that basically does the same and that would solve a lot of other problems as well.--Vista +1 15:43, 31 May 2007 (BST)

Saw and voted (twice now!) on Jorms solution after this but thinks he is trying to turn brain rot into just another level! I agree that combat revives are a good thing, its just that logicaly the only reason for rotter revives to be in NTs is the equipment. If its smashed then either fix it or have some other penalty because as is NTs are the only building that a rotter cannot try to hold! Perhaps a slight modification to Jorms idea that instead of turning rot on and off all xeds got a passive aggressive toggle which, if set to passive would allow harmanz to repair the building around them? --Honestmistake 11:14, 1 June 2007 (BST)