Suggestion:20070524 Generators in Ransacked buildings

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20070524 Generators in Ransacked buildings

Lardass 02:45, 24 May 2007 (BST)

Suggestion type
Game Change

Suggestion scope
Generators in Ransacked buildings

Suggestion description
Currently you can setup a generator in a ransacked building; which allows a handful of survivors to set one up in a ransacked NT building and revive clear the building quickly. This has happened recently and it should not be allowed as it neither makes logical sense nor abides by the spirit of the ransack skill.


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 have you kill voters read this? I doubt if allowing gennies to be set up in ransacked buildings was intended but if it works then whats the point of making rotters visit powered NTs? the machines can be broken but you can still revive rotters? no way man thats just against the spirit of the thing, might as well let em be revived in any powered building!--Honestmistake 10:00, 24 May 2007 (BST)
  2. Keep - Should make the survivors do the repair and blablabla stuff so this should be a definite keep! --JudeMaverick W! TJ! Talk Zzz... P! 10:06, 24 May 2007 (BST)
  3. Keep - Should be like this already. --Saluton 14:54, 24 May 2007 (BST)
  4. Keep - The kill voters have further strengthened my total and utter contempt for the denizens of the suggestions area of the wiki - many of you made no attempt to actually READ the suggestion - and those that did gave it no thought before rejecting it. notes anyway... Rotter revives are still possible but guess what, you have to STAND IN THE NT as a meatshield and prevent it from being ransacked. too hard? if you aren't willing to do that, than you shouldn't be trying to run one. and as for BzAli - my point is you CAN'T, as a zed, guard the NT's. That's my point. A survivor can always setup a genny and clear the building. because of that a mega horde of 100's of zeds currently can't shut down a rotter revive; it's an imbalance as there shouldn't be anything that survivors can do that zeds are helpless against. --Lardass 17:47, 24 May 2007 (BST)
  5. Keep Clearing out a building should be a requirement for installing a generator. And why would rotter revive clinics be ransacked?--Obsidian 20:08, 24 May 2007 (BST)
  6. Keep Well we can't barricade a ransacked building, which doesn't make sense either, so we shouldn't be able set up a genny in a ransacked place.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 01:59, 25 May 2007 (BST)
  7. Keep - "BLARGH! TAKE THIS NECROTECH! Alright, I'm done, revive please." Doesn't make sense on why a zombie would come in, ransack, and then ask for a revive. And ransacking is kinda of vague. Perhaps the zombie also tear out electrical circuits and prevents the use of generators. --Heavy DDR 04:43, 25 May 2007 (BST)

Kill Votes

  1. Kill - would ruin rooter revive clinics. --People's Commissar Hagnat [cloned] [mod] 02:17, 24 May 2007
  2. Kill - as above (rotter revive clinics) -- boxy T L ZS Nuts2U DA 03:38, 24 May 2007 (BST)
  3. It's the only time where suriviors AND zombies can benieft. Let not take that away.--ShadowScope 03:54, 24 May 2007 (BST)
  4. Kill - Yeah, this would ruin rooter revive clinics. I mean rotter.--Bluish wolf 04:32, 24 May 2007 (BST)
  5. Kill - And what about all those rotters out there? --User:Axe27/Sig 04:52, 24 May 2007 (BST)
  6. Kill - Same as ShadowScope --Duke GarlandTLCD SSZ 06:58, 24 May 2007 (BST)
  7. Kill Not sure I want the only real defence that survivors have being damaged. Zombies can stand up almost instantly, survivors already have to wait bloody ages. and with something like this a relitively small hourde could plunge an entire suburb into chaos.--Seventythree 08:57, 24 May 2007 (BST)
  8. As those above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:12, 24 May 2007 (BST)
  9. Kill - Same thoughts as above about rotter revive clinics. --ZombieSlay3rSig.pngT 16:47, 24 May 2007 (BST)
  10. Kill - A combat revived rotter spends 10 AP to stand up and 1 to throw himself out the window, then 1 AP to stand up again. That's 12 AP. Compare this to the AP spent to find the generator, install it, find the fuel, fuel it, find the syringe, revive him. Guard the NT's better if you don't want this to happen! - BzAli 17:00, 24 May 2007 (BST)
  11. Kill - while i can see the argument the keep voters have it just doesnt make sense. ransack messes up and breaks the place. so the building is scatterd so what? you could still put a genny in the middle of the room.--'BPTmz 21:03, 24 May 2007 (BST)
  12. Kill - Completely nerfs brain rot clinics. Think about what bonuses a powered/ransacked NT gives you... search rates are still (mostly) hosed, but now you can revive brain rotted zombies, access NecroNet, and manufacture syringes. On that last point, with the search rates being what they are this is about the only time when syringe manufacture is actually AP efficient. Also, anyone who thinks meatshielding is the way to keep a BR clinic from being ransacked obviously has never helped keep one running. We're talking about a building with OPEN DOORS. Sleeping inside means giving zombies a free lunch, and free XP. --Uncle Bill 21:12, 24 May 2007 (BST)
  13. Kill - I like this idea, but I also like there being Brain Rot Clinics around. If it weren't for making them extremely infeasable, I'd be on board for this. --Rgon 21:22, 24 May 2007 (BST)
  14. Kill-There's no reason for this, and it's not illogical. Ransacking involves throwing stuff around and creating a huge mess, but not severing any electrical lines imbedded in the walls or floor. It would still be possible to run electrical equipment.--Grigori 21:33, 24 May 2007 (BST)
  15. Kill- Don't worry lardass, our contempt for you is just as large. You give no reasons why your interpretation of what makes logical sense or what abides by the spirit of the ransack skill is actually correct. You just huff and puff like an arrogant windbag instead of explaining your reasons. For an appeal to your authority to work you first must earn authority. If you want people to recognize you "genius" it's good to show at you're at least somewhat smart. You haven't even shown that you have an average understanding of how this game works. You're just angry that the game doesn't work the way you want it to, and when other people didn't immediately agree with you, you started acting like a little child and claiming how beneath you everybody else is. Grow up.--Vista +1 15:34, 27 May 2007 (BST)
  16. Kill - Totally nerf clinics and the like. Leave it as it is. --Ducis DuxSlothTalk 14:27, 31 May 2007 (BST)
  17. Kill - I was part of the BRRC. It's a hard job, but not impossible, unless you approve this. --Matthew Fahrenheit YRCT+1 22:25, 1 June 2007 (BST)
  18. Kill - nerfs rot clinics. --Sonofagun18 10:56, 2 June 2007 (BST)
  19. Change - Nothing should stop players setting up a generator in a ransacked building (NT or otherwise). However, I think you are right that the equipment shouldn't be able to be used if the NT is ransacked. I.E. no syringe manufacture, and no Rotter Revives. armareum 08:08, 8 June 2007 (BST)
    note. essentially this is a keep vote then as what you ask for is exactly what is suggested. set up the generator if you like but it won't allow u to take advantage of NT special functions if u don't fix the building! Yes i know i am not the author but i think he has stomped off in a hissy fit ;) --Honestmistake 09:59, 8 June 2007 (BST)
    Well, not only did you not give the author much time to reply, you are wrong. His words are "Currently you can setup a generator in a ransacked building ... and it should not be allowed as it neither makes logical sense nor abides by the spirit of the ransack skill". His choice of phrase means that he is objecting to being able to setup a generator in a ransacked building. That is also the scope he gives for the suggestion (Generators in Ransacked buildings). armareum 10:17, 8 June 2007 (BST)

Spam/Dupe Votes