Suggestion:20071127 Interior Barricades

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This suggestion was voted as spam and closed for voting, with 2 keep, 9 kill, and 12 spam votes.


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20071127 Interior Barricades

Sgt. John TaggartUNIT 11/5 WCDZ TJ! 17:28, 27 November 2007 (UTC)

Suggestion type
Building improvement

Suggestion scope
Well . . . everyone, really.

Suggestion description
We've had at least a couple "interior barricades" suggestions before, and yes, I know they've have been shot down, usually due to the fact that they're overpowered in one way or another.

So, here's my take on the Interior Barricade idea.

Large buildings have multiple points of entry for their various wings: for example, malls have corridors (usually littered with kiosks, tables, and - in some places - even cars), mansions have doorways and staircases, and so on.

What I'd like to suggest is essentially a "sandbag wall" type of barrier. Now, granted, you're not likely to find sandbags in the middle of a mall, but the idea is what matters. Here's how it'd work:

1) Survivors would be able to take various pieces of furniture and debris - chunks of concrete, bits of twisted rebar, tables, chairs, and the like - and create an approximately waist-high barricade with a maximum durability of Very Strong.

2) This is a barricade, yes. But it's not much more than a stall tactic - since it's inside, you've got to make it easy for people in one section of a large building to get to other sections over (or perhaps through) the barricade. However, because of this, there's a chance that any zombies who break in and see a mass of survivors manning the internal barricades with shotguns, pistols, fire axes, and katanas at the ready will try to climb over the aforementioned internal barricades. And - because they're not quite as sturdy as the external ones - there's a chance they'll succeed, too.

(I would suggest that a Loose internal barricade have a 10% chance of prevfenting a zombie from moving from one large building section to another, with each level of barricade above Loose adding another 10% chance to stop the zombies from crossing over, up to a maximum 50% chance for a Very Strong internal barricade.)

3) Again, as the durability of an internal barricade is not quite as good as that of the ones blocking the doors and windows leading out to the mean, zombie-infested streets, there's a chance that whenever anyone - human or zombie - is trying to climb over the barricades, they'll knock something out of the barricades. It could be something small and not particularly critical (like a box of paper cups) or something critical (like that one section of I-beam that's holding all those chunks of concrete from the roof).

(Any time a survivor or zombie tries to cross the internal barricades, there's a chance they'll knock it down a level. I would say a 20% chance of something falling off when they're at Very Strong, up to a maximum of 55% at Lightly Barricaded.)


Voting Section

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Votes must be numbered, justified, signed, and timestamped.
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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 - I am the author, and am allowed to vote once on my own suggestion. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 17:29, 27 November 2007 (UTC)
  2. Keep I can't tell if this is the Life Cultist in me voting, or the part of me that just likes to be contrary... Or both... ~A`Blue`JellyTME*V*I*L*? 05:09, 28 November 2007 (UTC)

Kill Votes

  1. Kill/Change - man, keep it simple. Internal barricades up to (something like) VSB, that work just like normal barricades, but only work against internal large building movement. I'd vote Keep on that, with negotiation on the upper cade limit (VSB max, but possible less than that?) --Funt Solo QT Scotland flag.JPG 18:26, 27 November 2007 (UTC)
  2. Kill - It's fine, really. We don't need internal barricades.--  AHLGTG THE END IS NIGH! 18:37, 27 November 2007 (UTC)
  3. Kill Barricades are powerful enougth.--SeventythreeTalk 18:55, 27 November 2007 (UTC)
  4. Kill - As Grim below. This was changed for a reason, and I agree that large buildings should be harder to defend. -Ryiis 19:01, 27 November 2007 (UTC)
  5. Kill - We don't need more barricades. Seriously. --Druuuuu 22:53, 27 November 2007 (UTC)
  6. Kill - Ha Ha! Katanas! But seriously barricades are pretty strong on their own. At least give the zombies a chance. And I'm a survivor! -- Waterspark2 6:54 p.m., 27 November 2007 (EST)
  7. Kill - Because I'm apathetic and don't care what you mall-rats think, Forts FTW! but seriously, maybe something a bit weaker. I'm all for making large buildings easier to defend, maybe along with a nerf to smaller ones, but this isn't it--CorndogheroT-S-Z 01:16, 28 November 2007 (UTC)
  8. Kill- As above. --Darth LumisT! A! E! SR 01:32, 28 November 2007 (UTC)
  9. Keep it simple. And concise. Are you saying it should be 10% or are you "well, maybe it could, be but what do you think"-ing?--Pesatyel 02:52, 28 November 2007 (UTC)

Spam/Dupe Votes

  1. Spam- It is hard enough trying to get in such large buildings most of the time, now you want even more help defending? Absolutely not.-- BKM 17:57, 27 November 2007 (UTC)
  2. Spam - Strongly nerfs the large building change back in early 06. This is not needed, not now, not ever. --The Grimch U! E! WAT! 18:29, 27 November 2007 (UTC)
  3. Spam - as Grim --Pavluk A! E! 19:23, 27 November 2007 (UTC)
  4. Spam Unbalancing and complicated. Also the large building mechanics were changed for a very good reason. CharonX 19:51, 27 November 2007 (UTC)
  5. Grim - --Karloth Vois RR 20:14, 27 November 2007 (UTC)
  6. Spam - What Grim said. --The Hierophant 21:56, 27 November 2007 (UTC)
  7. Spam - Jump out of the window. Really, I mean it! Jump out of the window and try playing a zombie for a change. -- John RubinT! ZG FER 23:10, 27 November 2007 (UTC)
    • RE: I have done, and I don't like it - mainly because it's too boring for my taste. I like having tactical options - with zombies, it's walk around, claw open a building, attack people, get killed. It's not challenging enough for my taste. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 23:19, 27 November 2007 (UTC)
  8. As Grim. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:01, 28 November 2007 (UTC)
  9. Spam - Play as a Zombie for a couple days, and you'll see why Zombies HATE barricades. Anything that makes 'cades stronger, or puts them in more places is a gigantic nerf to Zombies. --Steakfish 00:56, 28 November 2007 (UTC)
  10. Spam - -- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 01:40, 28 November 2007 (UTC)
  11. Spam - barracading is powerful enough Bring The Pain!Anti Gorefest5Fight The Pain!TMW!B! --anti gorefest5 02:40, 28 November 2007 (UTC)
  12. Spam – As Grim. ᚱᛁᚹᛖᚾ 08:46, 28 November 2007 (UTC)