Suggestions/7th-Jul-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Add I To Zedphalbet

Timestamp: 03:48, 7 July 2006 (BST)
Type: Skill change
Scope: Zombies & survivors with zombie friends
Description: Simple and minor. Zombies who wish to fully express themselves are already using ! as an i substitute (as in z!ng!ng, singing; bra!nz, brains).

This suggestion would clean that up by adding i to the list of letters allowed in Death Rattle.

However, the following groundrules would be established for the use of i to make sure the Zombie vocabulary does not expand too much:

1. i will always be followed by h (the program will insert an h if absent).

2. The construction ai is excepted from the above rule.

3. The constructions ia and ii are illegal, and the program will replace them with a.

In effect, Zombies will be able to form two new vowel sounds:

1. the short i, ih (as in bihg manbagz)

2. the diphthong ai (as in harman brrrainz)

Sounds outside of this range (such as the long i in diver and the ia construction in liar) are impossible to reproduce using i under the suggested rules.

Remember, zombies can already make any number of uncharacteristic "i" sounds using "!". One zombie can even tell another that he "abm!arz" (admires) him, definitely not a canon Zombie word.

This suggestion is intended to give zombies access to a "prettier" i as long as they use it within the reasonable bounds of Zombie linguistics. This suggestion would be useful for zombies who like to remain in-character and not break the fourth wall of the game by using Death Rattle exploits.

To sum up: "ih" and "ai" are accepted undead sounds in zombie movies, therefore they should be in the game.

Votes

  1. Author Keep - people are reasonably cautious about suggestions expanding Zed communication. I think I covered all the bases here. Rheingold 03:50, 7 July 2006 (BST).
  2. Keep - I like it, makes sense, and doesnt add anything that we can't already say using "!". Altough many could say "its so small a change that isn't worth implementing", i think zombie vocabulary could save itself the uses of "!"s as "i"s and overall, look pretty =) . --Matthew Fahrenheit Talk 03:58, 7 July 2006 (BST)
  3. Keep - It's a start. I'd rather have a Death Rattle where it translates English into zombie that sounds similar to it's English counterpart. A Phonetic translator if you will. Sonny Corleone WTF 03:59, 7 July 2006 (BST)
  4. Keep - It's always good to regulate what can't be enforced. Ybbor 04:00, 7 July 2006 (BST)
  5. Keep A little complicated for my tastes but I like what you're getting at. --Jon Pyre 04:03, 7 July 2006 (BST)
  6. Keep - if they can use it anyway, give it to them--Sig.PNGtalk 04:29, 7 July 2006 (BST)
  7. Keep - I was nice and primed to spam off the title, but you've put adequet thought and development into this and it works nicely. I dislike the idea of giving out the letter 'i' because it can be replicated with '!', but you've done well limiting it and provided nicely for handling it. --Burgan 04:32, 7 July 2006 (BST)
  8. Keep - Good idea. –Bob Hammero TW!P! 04:33, 7 July 2006 (BST)
  9. Kill - air,hair,again,aim,bargain,gain,rain,grain,main ... your adding several hundred words (maybe thousands outside of english) with this and by forcing the h it does not serve as well as !. Floccinaucinihilipilification. Thats just too many i(es). Breaks working translators. --Max Grivas JG,T,P! 05:11, 7 July 2006 (BST)
    • Re I'm not "adding" anything: a!r, ha!r, aga!n... the Zombie Lexicon already gives definitions for words like "gangbang" and "bananas," not exactly IC for zombies so "bargain" and "hair" aren't going to hurt the zombie vocabulary. The point about translators is valid though. Rheingold 05:21, 7 July 2006 (BST).
  10. Keep - Good idea. Zombies can use some additional vocabulary;Malton Senate 04:37, 7 July 2006 (BST)
  11. Keep - OMFG ZOMBIE SHAKESPEARE! MUST SPAMBINATE! (...No, I'm not bitter. Why do you ask?) --Jimbo Bob ASSU! 09:40, 7 July 2006 (BST)
  12. Keep - Makes sense and doesn't add too much to Death Rattle. Zombies have been using Death Rattle for some time and they should be able to coordinate their speaking a bit better now. Also, fixed the template a bit by adding '----' to the bottom. --Nob666 10:08, 7 July 2006 (BST)
  13. Keep - Because ! is already being used for this, and I have a powerful hate for 1337sp33k --Mookiemookie 14:22, 7 July 2006 (BST)
  14. Keep - Because I want to be able to say Zhinhing Ahnz! instead of Zh!n!ng Ahnz! No difference other than we don't get the "What does 'ah-nzi' mean?" --Karlsbad 18:06, 7 July 2006 (BST)
    Keep --Paradox244 18:29, 7 July 2006 (BST)
    • Invalid vote struck. You MUST give a valid reason for your vote. --Matthew Fahrenheit Talk 18:33, 7 July 2006 (BST)
  15. Keep Death rattle is pretty much useless as is --Rozozag 21:13, 7 July 2006 (BST)
  16. Kill Zombies saying ! instead of I makes them scarier and more crazy. - Mstcrow5429 23:32, 7 July 2006 (BST)
  17. Keep - Oops... anyway, it makes sense. I always found the lack of vowls to be anoying. After all, it makes no sense for a zombie in a zombie themed game not to be able to say the word 'brainz,' now does it? It makes the game more fun, adds atmosphere, and doesn't overpower things. I say keep. --Paradox244 00:18, 8 July 2006 (BST)
  18. Kill - I don't really think the letter "I" is an appropriate part of the zombie lexicon, personally, and it should be translated. Sure , people will continue to use punctuation instead, but at least they have to cheat a little to do it. Why make it policy? More importantly, it adds the word "I" to the zombie lexicon. A zombie should not be able to express themselves to that degree of individuality. --Rgon 00:24, 8 July 2006 (BST)
    • Re - Ah zang zah arrabbah do. Rheingold 00:37, 8 July 2006 (BST).
  19. Keep - I like it -Kiltric 19:32, 9 July 2006 (BST)
  20. Keep - Zombies shouldn't have to shout to say I. David Malfisto 23:02, 10 July 2006 (BST)
  21. Kill - There Zombies! There vocabulary is supposed to be limited. Most Zombie's can't say more than Graaah, they don't need "I". --Officer Johnieo 17: 29, 20 July 2006 (BST)

Multiple Story Buildings

Timestamp: 04:20, 7 July 2006 (EST)
Type: Location Change?
Scope: Change to building locations
Description: I don't think I saw anything like this so far, sorry if I missed it somewhere. Some of the buildings in the game are already identified as being taller than others as they have the jump out window option. Survivors and zombies would enter a given building on the first floor as most people would do. From there players could use 1AP to move to different floors of a given building. This would allow for increased game space and searchable areas, as well as an additional touch of realism, a town full of one story buildings is really a little dull. :) There could be some concerns with how free running and barricading play in with this idea, but I feel for the most part they would be fine to stay as they are. This seems like it would not be incredibly difficult to enact, but that's more of a question for Kevan to answer. Thanks for the votes.

Votes

  1. Keep - Author vote. --Malton Senate 04:20, 7 July 2006 (EST)
  2. Kill - Interesting idea, but underdeveloped. What buildings would be affected? How many floors would they have? Would you be able to see into upper/lower floors? How would this affect ransack? Could floors have different barricade levels? Etc. –Bob Hammero TW!P! 09:19, 7 July 2006 (BST)
    • re - Good points Bob, Hospitals, Towers and any buildings that offer the jump out window option should have multiple stories, the number itself could be random. I wouldn't think that you could look from one floor to another. I'm not currently sure how the ransack feature works, but I would suggest that it and barricade continue to work for the building as a whole and not be varied per level, I'd think that would add in a lot of unnesecary programming and such. –Malton Senate 04:43, 7 July 2006 (EST)
  3. Kill - Almost certain this is a dupe (of something of (ugh) Amazing's), but can't be bothered to look it up. Laziness FTW! --Jimbo Bob ASSU! 09:37, 7 July 2006 (BST)
    • re - It does appear that there are some similar suggestions, which seem to have all gotten mainly keep votes. –Malton Senate 05:18, 7 July 2006 (EST)
  4. Kill - It is definately a dupe (I wrote one of these myself, but found others had already been suggested). I'm just too lazy to find them. - HerrStefantheGreat 10:43, 7 July 2006 (BST)
  5. Kill - I don't belive this is developed well enough to be a dupe. Multiple Tower Floors, Stairs, Roof Access, Multiple Floor Cading --Max Grivas JG,T,P! 13:16, 7 July 2006 (BST)
  6. Spam - So you're saying...IN ADDITION TO 1) spending an ungodly amount of AP to break down the barricades...2) hoping to hell they have memories of life in order to open the doors once the barricades are down...3) spending at least 1 AP groaning in order to have any chance of killing the survivors in the building...now they have to waste AP's playing hide and seek across multiple floors? Yeah...that's a pretty shitty idea. --Mookiemookie 14:27, 7 July 2006 (BST)
  7. Kill - Take under developed suggestions and ideas to the talk page. Just click the 'discussion' button right up top between 'article' and 'edit'. Then you'll get a feeling for what people think of your idea and how you can make it ready for the voting page, as well as discover if someone's already had your idea. I'm not being condescending, I didn't know what the talk page was at first, myself.--Burgan 14:52, 7 July 2006 (BST)
  8. Spam - No. Sonny Corleone WTF 17:46, 7 July 2006 (BST)
  9. Spam - Underdeveloped. --Matthew Fahrenheit Talk 18:29, 7 July 2006 (BST)
  10. Spam - Barricades are balanced, like it or not. Don't fuck with them. – Nubis 19:18, 7 July 2006 (BST)
  11. Revise - Mstcrow5429 23:39, 7 July 2006 (BST)
  12. Kill - Mookie is right. Rheingold 00:04, 8 July 2006 (BST).
  13. Kill Just an AP drain by forcing zombies to move up multiple flights when searching for people. --Jon Pyre 00:20, 8 July 2006 (BST)
  14. Kill - The city is big enough as is. Besides, it does sound hard to impliment, and that time and effort could be used for better things. And for goodness sakes, don't argue realism. This is a zombie game. Zombies. Realism has nothing to do with it. Overall it's just not needed. --Paradox244 00:29, 8 July 2006 (BST)
  15. Kill - I like this idea, and would love to see it in use, but I think you need to develop it more -Kiltric 19:34, 9 July 2006 (BST)
  16. Spam - Revise is not a vaild vote. And this is not a workable suggestion. It's almost a dupe, but not good enough. David Malfisto 23:04, 10 July 2006 (BST)

Barricades Giving Experience

Timestamp: 11:08, 7 July 2006 (BST)
Type: Balance change.
Scope: Barricades attacked by zombies.
Description: He'd just gotten back from a rather sucessful run of killing zeds and was hoping to settle down to some scavanged beer he'd picked up. As he got to his hide out however, it was immediatly obvious that someone else had moved in, and they'd been making improvments. He knocked on the newly raised barricades, yelling for someone to let him in, and then he heard them. Behind him came a Horde of zombies following the smell of an easy kill...

...As the zombie finished off the last of the unfortunate survivor he caught a wiff of his next kill. There was only one thing between him and the feast. These barricades had to go. The zeds began to scratch and tear at the barricades. Broken hands grasping at wooden planks and some even using their teeth, though it didn't seem to work as well, and more often than not lead to several teeth being left in the planks. Slowly but surely they tore down the barricades, and the feast began anew.

If you've gotten this far, I thank you for sticking through my little splash story. Why put it up there? To combat the first obstacle I see this suggestion getting through, why give zeds XP for attacking hunks of wood and metal? The answer is that zeds attacking a person doesn't vary that much from them attacking a barricade, they use the same attacks, same AP, but they get no immediate rewards for taking those barricades down a bit. My suggestion is that zombies gain 5 XP each time they make a barricade collapse. Now for the technical details:

  • Collapse Rate: As is stated in the barricades section of this site "Both zombies and survivors can attack barricades with a chance of making part of the barricade collapse - this chance seems to be equal to half the attack percentage of the weapon used." This puts even a fully tooled up zombie hand attack with Vigor Mortis and Death grip at roughly 25% chance of collapse, and Tangling Grasp does not apply to barricades.
  • XP Gain: A zombie attacking another zombie with Vigor Mortis and Death Grip has a 50% chance of hitting players, and a 25% chance of collapsing barricades. Zombies gain XP per attack equal to the damage dealt against survivors, 1/2 the damage dealt against zombies, and 5 per collapse against barricades with my suggestion. A zombie with those skills attacking another zombie will get roughly 1.5 XP for every AP on average. A zombie with the same skills attacking a survivor will get roughly .5 XP per AP on average. A zombie with the same skills attacking the barricades with the adjustments I suggest will gain roughly 1.25 XP per AP on average.

To sum it up a bit:

  • Other attacks: This should not threaten other methods of zombies gaining experience. Killing survivors will still give more XP per AP, killing zeds may give less than this depending on how advanced the zombie is (Vigor Mortis + Death grip give a better chance to collapse, so this opens new doors for older zeds). This just encourages zombies to get that much closer to the survivors, and get XP along the way.
  • Rewards "good" behavior: it will reward zombies for zombie like behanvior (not just killing other zeds), it encourages them to be destructive, and it encourages them to stay zombies by addin new flavor to them.
  • New XP option: it gives them something for XP other than other zeds and the rare lone survivor (Who usualy turn out to be new to the game). Survivors have several ways of gaining XP, yet Zeds have one and only one. This gets them that much closer to evening the odds.
  • Note: This will only effect zombies attacking barricades.
  • Note: I have not suggested anything in here other than giving zombies experience for collapsing barricades, everything else, including facts and figures, were gathered from this site.

Votes

  1. Kill - Overpowered, this idea has been killed before even for one XP. The reason is because it can be used as an XP farm. - Jedaz 11:15, 7 July 2006 (BST)
    • Re - The idea is to try and encourage zombies to gather and attack one building in order to get to the survivors. As it is currently zombies have more reason to attack one another than they do break down barricades. The possiblity of using it to farm XP is an ends to a means. The extreem amount of barricades that currently exist, and protect the over-inflated survivor population, are not attacked unless a large zombie group decides to get together and attack an area, and even then it requires quite a few zombies to use a full compliment of AP with no reward. The XP reward encourages even un-organized zombies to attack barricades.--Dedwrekka 11:30, 7 July 2006 (BST)
  2. Kill - 5 XP for one barricade collapse is overpowered. I like the idea of 1 XP per barricade collapse a lot more, but it has been already suggested. --Nob666 13:10, 7 July 2006 (BST)
  3. Kill - The goodies are only inside sometimes. No XP for knocking on the wrong door. Eat brains. --Max Grivas JG,T,P! 13:20, 7 July 2006 (BST)
  4. Kill - XP for creating an account, XP for logging in, XP for coming up with a clever name, XP for visiting Caiger Mall, XP for moving into a new suburb, XP for scratching your ass...WE MUST DRAW THE LINE SOMEWHERE, FUCKFACES (note that I used the very general "fuckfaces" instead of the very specific "fuckfaces" so don't anybody go getting their Superman Underoos in a twist) --Mookiemookie 14:35, 7 July 2006 (BST)
  5. Kill - As far as barricade/XP suggestions go, this one is too powerful. Maybe 1 XP/barricade would be good, but this is too much. --Burgan 15:00, 7 July 2006 (BST)
  6. Spam - Reward players for interacting with other players. – Nubis 15:29, 7 July 2006 (BST)
  7. Kill - 1 XP would be reasonable, but 5 XP is too much. –Bob Hammero TW!P! 17:48, 7 July 2006 (BST)
  8. Dupe - Of a better suggestion. I recomend Jedaz to look at this link. --Matthew Fahrenheit Talk 18:26, 7 July 2006 (BST)
  9. Kill - This version gives WAY too much XP. --Raystanwick 18:36, 7 July 2006 (BST)
  10. Dupe - When making a suggestion, it is best to get to the point. We don't need little stories, we ALREADY play the game and know them. That was a LOT to read to get to the actual suggestion, which his this: ...5 [XP] per collapse against barricades.... Not to mention that 5 XP is WAY to much.--Pesatyel 19:23, 7 July 2006 (BST)
  11. Kill - Not to mention the fact that survivors don't get xp for outting them up in the first place.--Labine50
  12. Kill - Would unbalance the game in favor of Zeds. - Mstcrow5429 23:41, 7 July 2006 (BST)
  13. Kill - a better version of this has already been Peer-Reviewed. Rheingold 00:08, 8 July 2006 (BST).
  14. Kill This would be like giving survivors xp for searching. --Jon Pyre 00:21, 8 July 2006 (BST)
  15. Kill - Wow. Way too much XP. I'd be inclinced to consider 1 XP per collapse, but the point of attacking barricades is to get inside where you can start getting XP. With much less XP, though, it might be worth considering to help new players. --Rgon 00:30, 8 July 2006 (BST)
  16. Dupe - And a sucky idea at that. David Malfisto 23:05, 10 July 2006 (BST)

GPS Change

Dupe of GPS Improvement. – Nubis NWO 19:17, 7 July 2006 (BST)


Fuel Cans For Suicide

Timestamp: 7 July 2006
Type: Item Change
Scope: Revived Zombies, Suicidal Humans
Description: If you are a zombie and you get revived, your only suicide option is to jump from a tall building. My suggestion would allow you to down a bottle of fuel instead. If you are outside, when you click on the fuel can, the text asks if you would like to drink it or put it away again (with a warning that you will die). The first click on the fuel can would cost 1 AP, but putting it away would be free. Drinking it, however, would cost another AP.

This only works outside, because then a zombie player (who is currently human) could enter a barracaded building, and then kill themselves and become a zombie. It would allow zombie players to launch a surprise attack, by disgiusing themselves as humans and then committing mass suicide. This would add a whole new dimension to coordinating a horde, making sure everyone has fuel and giving the signal and whatnot.

If you are inside and you click on the fuel can, it acts as it does now.

I'm not entirely sure if this is too overpowered, but it is interesting. Remember, the attack wouldn't be instantanious; all of the zombies would have to spend AP getting up. It could be very confusing for new players, though. Also, the big question is that would this be considered against the spirit of the game?

Votes

  1. Kill - I bet this is a dupe, but couldn't find a link yet. Just step outside and help zombies gain XP. Or jump from a window. --Nob666 15:03, 7 July 2006 (BST)
  2. KillDupe - I'm with nob, I'll search for a link Canu found it. Arguably, this doesn't consume a flare gun, but it's similar enough in my books. Whoops, look what happens when you don't read a suggestion carefully! I'll still kill because I don't think we need another suicide, and it is damn hard to drink enough gas to kill yourself. Jumping from a building just requires resolution to jump at the moment, chugging a full can of fuel is disgusting and nauseating at best. --Burgan 15:31, 7 July 2006 (BST)
  3. Dupe - And that link is right here. http://wiki.urbandead.com/index.php/Suggestions/7th-Jun-2006#Self-Immolation --Canuhearmenow 15:08, 7 July 2006 (BST)
  4. Kill - I don't believe this is close enough to be considered a dupe. But I don't like the idea of finding new ways to do old things either. The APs you spent finding a fuel can are probably better spent finding a window to jump out of --Mookiemookie 15:30, 7 July 2006 (BST)
  5. Kill - I like it, but I appreciate the 'do something new' comment Mookiemookie made. Maybe if the explosion caused a few hp of damage to everyone in the same space... This could make it useful for both zombies who didn't want to be survivors, and survivors who are willing to martyr themselves to damage a whole horde of zombies. No XP for the damage dealt, in either case... Jenny D'ArcT 16:09, 7 July 2006 (BST)
    • Apologies on non author re, but they are not here right now, and you have misread the suggestion. It is proposing you drink the gas to die, not immolate yourself.--Burgan 17:01, 7 July 2006 (BST)
  6. Keep - I'm sorry but this suggestion sucks so much that it is awesome. The only thing cooler is lighting yourself on fire like OMG BUDDHIST MONKS ON FIRE!!! Sonny Corleone WTF 17:53, 7 July 2006 (BST)
  7. Kill - I just don't like the idea very much. And as a note to other voters: read the damn suggestion before you vote for once, and you'll see that it's not about lighting yourself on fire.Bob Hammero TW!P! 18:01, 7 July 2006 (BST)
  8. Kill - I'm no doctor, but at least i know that it wuold take a lot of time to die that way, if you die and not just throw up what little fuel you managed to drink. --Matthew Fahrenheit Talk 18:17, 7 July 2006 (BST)
  9. Kill - The big answer is, "Yes!" No to 'disguised suicide squads', please. It is plenty easy to die in the game already. Also, jumping out a window is not the only suicide option; you can stand outside, too. --Raystanwick 18:27, 7 July 2006 (BST)
  10. Kill - WTF = Wastes The Fuel. Spraycan Willy MalTel·T 18:51, 7 July 2006 (BST)
  11. Kill - Maybe if it had involved fire... Just kidding, I just think dying is too easy as is. Come down to Buttonville if you want to die, we have plenty of zeds atm - HerrStefantheGreat 19:08, 7 July 2006 (BST)
  12. Spam - If you want to die, stand outside and let some zombie get free XP. – Nubis 19:15, 7 July 2006 (BST)
  13. Kill - If you want to die, walk un-armed into Shearbank. Also, another reason this wouldn't work inside is because fuel cans get used on those new-fangled generator things inside. You may have heard of them.--Labine50 MHG|MalTel 21:39, 7 July 2006 (BST)
  14. Kill Drinking a can of gasoline wouldn't kill you instantly, first of all your liver and Kidneys would take extreme damage and then you slowly (and painfully) die as your liver & Kidneys fail. A quicker way to commit sucicide would be to hurl yourself out a 4 storey window and through a greenhouse. --John Z. Delorean 22:01, 7 July 2006 (BST) 22:03, 7 July 2006 (BST)
  15. SPAM We don't need easier ways of committing suicide. Try sleeping outside once. Rheingold 00:10, 8 July 2006 (BST).
  16. Kill We don't need to give people the option of eating inedible objects. What's next? Eating an axe head? That'll also kill yah. --Jon Pyre 00:22, 8 July 2006 (BST)
  17. Kill - Pointless. Zombies already have a perfectly good way to die: Jump out of windows. They don't need this and it doesn't make sense. --Paradox244 00:31, 8 July 2006 (BST)
  18. Keep - Just like in three kings?! That was awesome! and they feed him that shit off a CD!! Nice! -Banana Bear 05:21, 8 July 2006 (BST)
  19. Kill - Pointless, since becoming a zombie isn't really difficult, unrealistic, and just, in my opinion, doesn't work with the spirit of the game. --Rgon 07:11, 9 July 2006 (BST)
  20. Spam - Stand outside and wait. And on that note, is anyone else thinking "It's some good **** right? Kreven makes it, it's good for two things - killing brain cells and fueling gennies"? David Malfisto 23:08, 10 July 2006 (BST)

Give revive

Spaminated with 7 Spams, 2 Kills, and 1 Keep. Most voters disliked the idea of giving a "free death" to new players. –Bob Hammero ModB'cratTA 04:59, 8 July 2006 (BST)


Searching with the lights on

Spaminated with 7 Spams and 2 Dupes. Most voters noted that the suggestion has already been implemented. –Bob Hammero ModB'cratTA 00:58, 8 July 2006 (BST)


Barricade Status Indicator

Timestamp: 23:36, 7 July 2006 (BST)
Type: Improvement
Scope: Barricades
Description: There are several intermediate stages of each barricade level. This makes it difficult to ascertain if the barricade level is at maximum possible, VS+2, etc. I suggest that as part of the descriptive information given regarding a building's environments when a user is either inside of the building or outside of the building, the actual barricade number be given.

Votes

  1. Keep -I've looked around, figured that it is acceptable for the author to vote on his own suggestion. - Mstcrow5429 02:59, 8 July 2006 (BST)
  2. Kill - It's fine the way it is. --Paradox244 00:16, 8 July 2006 (BST)
  3. Kill - As presented, the information would come as a number, rather than part of an innate description. To work for me, it would have to be phrased as something you see, rather than a dry statistic. Although, I also believe that the uncertainty adds a certain amount of realism, also. --Rgon 00:19, 8 July 2006 (BST)
  4. Kill - Barricades don't need a boost --Mookiemookie 01:46, 8 July 2006 (BST)
  5. Kill - Leave barricades alone. –Bob Hammero TW!P! 01:48, 8 July 2006 (BST)
  6. Spam - It's a fact known for everyone that not knowing the exact level of the barricade is part of the delicate balance that keeps them alive. --Matthew Fahrenheit Talk 01:51, 8 July 2006 (BST)
  7. Kill - The uncertainty adds a fun element to the game, IMO and knowing the exact number would be too powerful. --Raystanwick 06:26, 8 July 2006 (BST)
  8. Kill - unrealistic, there isn't a number attached to real barricades, and the uncertainty is what makes the game fun -Kiltric 19:38, 9 July 2006 (BST)
  9. Spam - For once I agree entirely with Matthew. David Malfisto 23:09, 10 July 2006 (BST)