Quarlesbank/Proposed new barricade plan

From The Urban Dead Wiki

Jump to: navigation, search

Suburb Map

The Malton Suburb of Quarlesbank
NW N NE
W
Burchill Alley Pitman Mansion Pitman Mansion Sibree Plaza the Bearnard Museum Pottenger Plaza Halse Place Railway Station the Buckenham Building wasteland Baber Towers
Duggan Auto Repair Pitman Mansion Pitman Mansion a warehouse Chitty Cinema the Murley Building Eastmont Street the Evett Building the Yea Building the Haslock Building
Ethelwyn Plaza Winters Place Stiby Boulevard Moudry Grove St. Alberic's Church a cemetery Augarde Street Police Department Gully Walk Stambury Plaza School Pulling Road
the Balchin Building Farmer Boulevard Ponder Auto Repair the Milnerr Building Club Furnell the Elson Building Summers Towers Kembry Boulevard Fire Station the Bendall Building the Norcliffe Building
a warehouse Holloms Boulevard Railway Station a carpark Cleal Cinema Mare Way Weaver Auto Repair Gulledge Walk the Willmott Motel Cornford Cinema a warehouse
the Hellear Building wasteland wasteland Roche Plaza the Boait Monument Heward Square St. Alcuin's Church a cemetery wasteland a junkyard
Pittey Way Mounter Cinema Hedges Avenue School Bridger Towers the Gunningham Motel Gurden Drive Sowth Auto Repair St. Benedict's Hospital Foy Towers Toomer Auto Repair
St. Marcellin's Church Club Beauchamp Marshfield Auto Repair Hellear Alley the Cator Museum a junkyard Prankard Road St. Cunigunde's Church Emerson Plaza Police Department Chilcott Auto Repair
wasteland a cemetery Rapps Alley the Coymer Museum the Rason Hotel Whalen Drive Springford Drive Penney Way Ramsdale Lane Rowley Road
Tuckwood Cinema the Whitehouse Monument Maddocks Drive Fire Station a carpark Verrell Crescent Calvert Mall Calvert Mall Anstruther Road a factory Dowell Library
E
SW S SE


Current Plan (Please note that this plan is 2 years and 1 month old)

UBP-Quarlesbank.jpg

Proposed New barricade Plan

Supahawesomeqbrevision.gif

I read the UBP and found it to be very foolhardy, as it calls for 2/3 of a suburb to be EHB. I believe that that sort of thinking is very newbie-unfriendly and leads to confusion. I dont think that it should even be considered universal in its current state because of how overcaded it suggests suburbs be. At minimum if a building is not a resource building then a plan should never state that it should be EHB; to have one so is rediculous. I can now understand why one would want 2/3 of a burb to be EHB, but I believe the number is off. I drew this up for your approval because I feel that it would benefit the whole suburb compared to the current (Two year out of date) barricade plan.

I set one PD to EHB and the other to VSB so that new players can get some ammo, but at the same time have one EHB so that us vets can have some security. There is also a PD two blocks away from Emerson Police Department in West Boundwood, Ivyleafe Row Police Department, located one block east of Rowley Road, and because of that and per suggestion I have edited it to VSB.

I proposed in this an indoor revive point in the Yea Building because it is more convienient that having to go to Boait or to the cemetary. I mean, how often in the game do you get two NTs seperated by an unimportant building? It screams indoor revive point! It saves an AP or two and some trouble.

Of course this plan can be temporarily thrown out the window (preferably at zombies) when there's a bunch of zeds knocking at your door, as that's just common sense.

Edit: Please note I have all save one Auto Repair EHB because it would make sense to keep them safe as sources of fuel. I have the warehouse under Balchin EHB because it can be a quick source of generators. The rest is per suggestions except the fact I changed it so that any EHB building should be within 2 blocks of a VSB building. Also, Pie said that I should keep the rest like the original. Well, if someone can figure out how to barricade a carpark and convince everyone to keep the hospitals and PDs VSB then I'm all for it! (:P Haha just ribbing you, man that thing is dated)

  • Note that generators can only be found in factories and in mall hardware stores. Acoustic Pie 19:20, 31 December 2007 (UTC)

Also, the Indoor revive point saves AP. You dont have to go outside, revive, find an entry point, and go back in. You go outside the ruined building (Or just into it if uncaded and not ruined as prefered) then enter it, revive, and you can just free run back into the NT. There are plenty of other buildings to fall back to. See MiniGemmel's explanation too in the old kill votes, its more in depth than mine.

Also, Cornford Cinema was made EHB just because its in the center of a bunch of buildings. If you guys think that the warehouse next door should be EHB because its kind of a resource building then thats OK, I would just like the EHB building in the center of them.
I changed Conford to VSB and make the Hotel and Warehouse/junkyard EHB because I felt the distrobution was better. If you think that either should be VSB make that clear when voting.

I'd like to thank you for considering this, and I hope I've swayed some people's minds (again). Just another way the Quarlesbank Giants are making a contribution to this suburb! --StarmanHaxor 22:26, 29 December 2007 (UTC)

Old Votes

#Kill - Ok, well I see a lot of problems with this, and yes I can appreciate you trying to make a new more newb friendly barricade map, however a lot of the things you have suggested are really quite proposterous. I'll go through them all step by step.

  • 1 - The main point of having 2/3 of a suburb is at EHB is too keep survivors safe and alive and zombies outside, having as many places as you have at VSB is going to cause a lot of trouble. It will mean that yes newbs get a place to stay, but a load of zombies are infact going to be coming round and breaking down the 'cades with ease! So all those newbs get wasted, the building gets ruined and that makes free running a lot more difficult.
  • 2 - Emerson PD at EHB, not a sensible Idea, I mean you said it yourself - There is also a PD two blocks away from Emerson Police Department in West Boundwood, Ivyleafe Row Police Department, located one block east of Rowley Road. So, it would be sensible for the PD which is furthest away from any PD's to be at EHB not VSB. Also Augarde PD is a very important source of ammo for two of the well established groups in the area; Elson Phone Mast Building Caretakers and the Pitman Pitbulls. So putting that down to VSB would be barmy, currently the two groups are having trouble keeping it barricaded at all!
  • 3 - Weaver Auto repair In particular is vital as it needs to be kept at EHB. It is the sole source of fuel for the Elson Phone Mast Building Caretakers and closest source of fuel for Evett and Haslock in Quarlesbank.
  • 4 - The free running route to the mall. Ok well if you can see you have a lot, a lot of VSB buildings, now there is really one clear free running route from the old map which runs down the center of Quarlesbank, which is really easy to get to the mall from. By putting those buildings in particular at VSB you are jepodising the whole system, meaning more AP is wasted.
  • 5 - Having one building as an indoor revive point. Ok, looking at it, I don't particularly like it, simply because an indoor revive point is a waste unless it's an NT building and it's taking up a building which could be used as a fallback point for either of the NT buildings.
  • 6 - Enforcing. Now having all of these buildings at VSB is gonna be really hard to enforce, for a start you have 48 VSB buildings, ok, now to me that seems a little bit hard to look after.

Those are my main concerns with it all and I think anyone with any sense would realise that this is unrealistic to enforce and control. Remember there are a lot of people in Quarlesbank who like a nice strong safehouse and keeping the suburb at VSB will force them into the few 10 (not including the mall) EHB buildings, making them massive targets! This is something which is not good and will all end in tears.

Personally I feel that the old barricade plan is ok, however needs these changes:

  • St. Alberics put to VSB and Augarde at EHB (which infact has been implimented informally by the local groups).
  • Weaver Auto Repair at EHB for reasons stated before.
  • Every NT be put to EHB, bar Haslock, as there are usually a lot of survivors inside, so keeping the 'cades at VSB shouldn't be too hard. Or if it's haslock is too much of a problem, then Evett, as it's right next door to the PD, hence ammo is a plenty.
  • And have the Cemetery (25,2) as a revive point. It has a link on the quarlesbank wiki and is close to The Elson Building, Evett NT and Milnerr NT.

And just keep everything else the same as it is on the old 'cade plan. I think it works and due to Quarlesbank being Extinctions informal home (part of the NW belt, which they want as their own), having 48 VSB buildings is pretty much stupid and bound to fail. In the future I suggest you read into the history of the suburb and get some more opinions before putting up a new barricade plan and to then put a new proposed link on the UBP barricade plan review site before you even think of implimenting anything like this. Acoustic Pie 17:40, 29 December 2007 (UTC)

Re: Thanks a lot for your input, as I said on the forums I just figured I'd throw it up there and if there were any problems someone would say something. Easier then going around having a conference asking about stuff, it was a lot easier just putting this up and seeing what was wrong with it. Also, the IRP imo is a good idea because it saves AP. You dont have to go outside, revive, find an entry point, and go back in. You go outside the ruined building (Or just into it if uncaded as prefered) then enter it, revive, and you can just free run back into the NT. There are plenty of other buildings to fall back to. See MiniGemmel's explanation too, its more in depth than mine. --StarmanHaxor 21:14, 29 December 2007 (UTC)
Ok well I've looked at the NT buildings and around it, but I still have to stick to my argument of it being a waste of AP unless it is a NT building indoor RP. Otherwise it's just another building. And after all there are 4 NT's in Quarlesbank, and 2 only 2 squares apart, making Evett a more ideal indoor RP point. It's 1 square away from a registered RP point and would get rotters out of the way, as many extinction members are infact rotters and some defecitve ones may want to be revived. Personally I know of two level 42 pro-survivors and an indoor revive point would be useful to them and the many other rotters in the suburb.
I like indoor RPs, but they are a big pain in the arse, and hard to enforce and make work, everyone just barricades them all the time... One idea is to use the Pitman Mansion, all of it, as an indoor RP, like they do in Chancellwood. A large building is hard to defend, anyway, and why waste all the effort on one with no resouces??? And, it'd solve the problem of one corner being VSB -- that's silly, large sturctures need to be all EHB, because the whole will fall if one side falls...
But the cemetery at 25,2 is an excellent revive point, being right between 2 NecroTech buildings... Just make sure you have an entry handy near the RP amd you're set. Also, Rot Revives are a MAJOR pain in the arse... and Yagoton is nearby... the whole burb should not suffer just to revive a couple of rotters, sorry... The NW being Extinction territory and generally a very insecure, there are lots of open NTs... just coordinate to do a rot revive at one of those, on an as-needed basis. Easy.
To concluxde, I'm not a permenant resident of Quarlesbank, so I can't speak to the needs of different groups... But I can say on principle that I agree with Acoustic Pie that the old barricade plan looks just fine for the most part. It might neeed some minor "tweaking", but that's about it. --WanYao 00:39, 30 December 2007 (UTC)

However on the notes of what I do like, I like the factory being kept at VSB, that's really sensible because if the mall goes, a factory is the only other place you can get a generator from, and that's really important, especially now, when the mall is at it's weakest. Acoustic Pie 22:27, 29 December 2007 (UTC)


  1. Kill I agree with Acoustic that Quarlesbank is not a burb where lots of VSB buildings can work, especially the way QBank has been of late. However - i like the idea of an indoor RP between the NT's, for two reasons; The building becomes 2RPs (inside and out) making it more difficult to block revives with rotters + a revive point flanked by NT buildings will be very AP efficient. I guess the alternative would be to convert one of the NTs into a rotter revive. It seems like a waste not to do something imaginative with one of Quarlesbanks most unique features. Look forward to seeing the revision of your plan. -MiniGemmel*B-Town Boyz 29th December 2007

Voting

Hey, there's a lot of debate going on on the Talk page. Please go there for insight into this and arguments for both sides! It might change your vote!

Keep Votes

  1. Keep I, as the proposer, vote keep again. :D --StarmanHaxor 22:26, 29 December 2007 (UTC)
  2. Keep - --/~Rakuen~\ 20:05, 31 December 2007 (UTC)
  3. Keep - I was told to vote, and as I can care less either way I'll vote keep.. --Adoniis 18:14, 30 December 2007 (UTC)
  4. Keep I like this cade plan - it looks like it'd be good for both newbies & more experienced players. It has a good amount of VSB buildings which are useful for newbies but also many EHB buildings which would be easier to maintain. --User:Jsrbrunty 22:34, 30 December 2007 (UTC)
  5. Keep Supporting a change for the better--Mr NoName001 17:00, 7 January 2008 (UTC)

Kill Votes

  1. Kill, but getting closer - Even though you've changed it I'm afraid I'm still going to vote kill, for a few reasons (not as many as previously though):
  • Put the following buildings to EHB
A junkyard (25,7) - This is so that there isn't more than 1 VSB building on the way down to the mall (free running route)
A warehouse (23,1) - This is occasionally used as a fall back for the Pitbulls
Club Furnell (24,3) - Used as a retreat for people in Milnerr and provides a sense of security for the people in said building.
A junkyard (29,5) - Although not a full TRP it is still very useful, non-descript and has proven extremely useful when trying to retake the suburb when everything is down as they can't be ruined. And this one in particular isn't near the mall, but is near the PD and Hospital and is hence more useful.
Baber Towers (29,0) - As haslock is at VSB, then this would mean a fall back building is needed, and what better than the towers? It means binoculars can be used to look on Evett and Haslock and is only 1N from the building.
The Bendall Building (28,3) - Simply because people not in the NT's can use binoculars to see how many zombies are outside both NT buildings. And having 4 VSB Building's in a row just doesn't seem right to me.
  • Change A Factory (28,9) to VSB, Just before you put the second one up I said: However on the notes of what I do like, I like the factory being kept at VSB, that's really sensible because if the mall goes, a factory is the only other place you can get a generator from, and that's really important, especially now, when the mall is at it's weakest.
  • Change the indoor RP to Evett, it just makes so much more sense if it's an NT building, as said before, just before you added the second image: Ok well I've looked at the NT buildings and around it, but I still have to stick to my argument of it being a waste of AP unless it is a NT building indoor RP. Otherwise it's just another building. And after all there are 4 NT's in Quarlesbank, and 2 only 2 squares apart, making Evett a more ideal indoor RP point. It's 1 square away from a registered RP point and would get rotters out of the way, as many extinction members are infact rotters and some defecitve ones may want to be revived. Personally I know of two level 42 pro-survivors and an indoor revive point would be useful to them and the many other rotters in the suburb. .

Change all of these and I'll consider changing my vote, I'll also inform the rest of the caretakers and see what they think about it, as collectively the Elson Phone Mast Building Caretakers have spent over 3 years in the suburb, so I'm sure they'll want to have a look. Acoustic Pie 22:50, 29 December 2007 (UTC)

Re: I'm trying my best here! I'm on it! However I cannot agree with you about sacrificing an NT for a rotter revive, its just too much of a niche (I used to be in the Crimson Clan, and we tried to set up a rooter revive clinic. God it was so much of a failure. Its a lot harder than it looks). Honestly they can go to Yagoton, its only a day's AP away. I dont see what disadvantage there is having a useless building as an IRP. If you could respond only to why having it as an IRP is a bad idea I would appreciate it as well as any other details you have, as I remade this off of what you said last time.
Edit: I just realized, you are wrong about the junkyard (25,7). Junkyards can't be ruined, so unless you're planning on sleeping in there (Bad choice, no doors), there is no reason to specifically EHB it for a Free Run route. --StarmanHaxor 00:21, 30 December 2007 (UTC)
Edit2: I have revised the map again. --StarmanHaxor 00:26, 30 December 2007 (UTC)
Personal tools
advertisements