Mall Defense Rating

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A Mall Defense Rating is a number assigned to Malls (obviously) which states approximately how easy the Mall is to hold against zombies, especially during a siege. It takes into account the locations of nearby TRPs, the number of spaces the Mall covers, the safety rating of the suburb, and the sizes of any active Mall defense groups. The higher the value, the easier it is to defend the mall.

POINT VALUES YET TO BE FINALIZED! INPUT NEEDED!

Points are assigned as follows:

PointsCriterionNotes
10 At least 1 NecroTech Building within 2 Steps*Quick revives are crucial to surviving a siege.
7 At least 1 NecroTech Building within 5 Steps
7 Revive Point (Active) within 5 stepsA well-manned revive poiNecroTech is crucial to Mall defense.
7 Active Mall Defense Group (>50 members)If well-run, near-unstoppable against double the number of zombies.
5 At least 1 Factory within 2 StepsIf your Mall's generators are smashed, a Factory can be a source of a new one.
5 Suburb Danger Level GreenSafe mall; little XP gain potential, but great for stocking up.
5 Active Mall Defense Group (>25 members)Can keep a revive point going, or barricades up, for some time during a siege.
4 Auto Repair Shop Within 2 Steps, if there is no Factory within 2 stepsFuel Cans can't be found in a mall; Auto Repair Shops have a slightly higher percentage of Fuel Cans than Factories.
3 At least 1 Factory within 5 Steps
3 Police Station within 2 StepsAn alternate weapons source, usable in case of generator destruction or for survivors without Bargain Hunting/Shopping.
3 Hospital Within 2 StepsAn alternate FAK source, usable in case of generator destruction or for survivors without Bargain Hunting/Shopping. Powered Hospitals conserve FAKs, as well--Surgeons can heal 15 HP at a time.
3 Revive Point (Slow) within 5 stepsStill better than nothing.
3 At least 1 Entry Point maintained at VSBRevivers caught outside near a mall are soon eaten by zombies.
2 Every NecroTech Building Within 5 StepsIf your main NecroTech Building breaks down, having a backup can help.
2 Auto Repair Shop Within 2 Steps, if there is a Factory within 2 stepsAuto Repair Shops aren't quite as vauable in a siege if survivors find much of their fuel while searching for generators in a Factory.
2 Suburb Danger Level GrayUnlikely to occur in a suburb with a Mall.
2 Active Mall Defense Group (>10 members)Enough to keep barricades up through minor attacks, or a small revive point going.
1 Every Factory Within 5 StepsBackup generator source, if your primary one is unavailable.
1 Every Auto Repair Shop Within 5 StepsBackup.
1 Every Police Station within 5 StepsAfter a siege, nearby PDs will be ransacked. The more there are, the more likely one of them won't be.
1 Every Hospital Within 5 StepsThe more Hospitals, the easier it is to find FAKs to heal all those infected and/or newly-revived survivors.
1 Suburb Danger Level YellowMostly feral zombies; minor break-ins, easily handled.
0 Bordered by a Large BuildingLarge buildings are hard to barricade and make poor safehouses. However, they make great entry points (See Talk Page).
-1 Covers only 3 Blocks(Pole Mall) Fewer blocks mean less barricading to do, but fewer possible active generators.
-2 Covers only 2 Blocks(Lumber Mall)
-3 Targeted by Zombie Group (10-25 Members)"Smash and grab" attacks likely.
-5 Suburb Danger Level OrangeExpect constant break-ins, or a Mall recovering from a siege.
-5 Targeted by Zombie Group (25-50 Members)Minor siege, requiring vigilance.
-10 Suburb Danger Level RedMall is likely under siege or in zombie hands.
-10 Targeted by Zombie Group (>50 members)Active siege.
  • A "step" is defined as a single click by a Free Runner. Paths to TRPs are count as Free Runs from building to building, without stepping outside (During a mall siege, most buildings are overbarricaded).
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