|The information on this page or section discusses a survivor strategy.|
A revive zone or revive lounge is an extension of the Revive Point. Using four blocks, it is a support strategy that aims to maximize efficiency and the safety of the revived. The system has been used in varying forms by varying groups, most notably in Yagoton with the Yagoton Revivication Clinic and in Darvall Heights at St. Isidore's Church. The ultimate design and usage of such a strategy can change to suit specific needs, but this entry will give an overall view and seek to centralize any knowledge gathered.
A revive zone consists of four blocks, each with its own function.
- A revive point. Ideally the chosen revive point will be a cemetery or park, as zombies are naturally attracted to such areas due to widespread understanding of the Sacred Ground Policy. However, any open spot will work, such as a street or wasteland.
- An entry point. Ideally a low priority building such as a church or cinema that does not provide large amounts of useful items, barricaded at VS++. If needed, a tactical resource point can be used as the assigned entry point, especially if the suburb abides by the Uniform Barricading Policy.
- A healing point. Also known as a resting point or safe house, barricaded at EH++. Ideally the building will be yet another low-priority building to avoid the attention of zombie hordes, however any non-resource building will suffice. A recommended building would be a factory or auto repair shop, as they provide spray cans, generators and fuel.
- An NecroTech Building. Need there be any explanation? Provides syringes for revivification.
The ideal configuration of these four blocks is in a 4x4 square, resulting in the easiest access to all facilities. Any different configuration can take place to suit the situation, but it should be advised that all four squares should be linked in someway. It is extremely important that the entry point and healing point are touching so that free runners spend as little AP as possible, thus minimizing infection. Admittedly the NT point can be further flung from the zone, but if any more than three blocks away, problems will arise from the shortage of needles.
The aim of a revive zone is to establish a smooth flow from being revived to finding somewhere safe to sleep to getting restored to full health. It also aims to help the reviver or medic by giving them defined areas in which to work thus cutting out the confusion and making their jobs easier.
Once someone is revived, they stand and enter the entry point only one block away. Here, they are guaranteed a small amount of security if they do not have free running. The revived survivor can then nap and wait for a medic to come by and heal them up. If the revived survivor does possess the free running skill, they can enter via the entry point and then cross into the healing point, where they are afforded the highest level of security through extremely heavy barricading and a usually high number of comrades. Here they can sleep far more securely and wait for the medics to do their work.
From a reviver or medic point of view, the healing point would act as a safe house or base (though not necessarily) in which he or she can sleep as well as confer with others. Upon waking, the diligent medic can quickly assess the injured in the healing point and if there are no patients, he or she can then free run to the entry point and seek injured there. The diligent reviver, once he's rubbed the sleep out of his eyes, can either step outside and scan/revive those at the revive point, go to the NT building and use the computer read out or manufacture syringes or check any revive tool for requests in the area and get to work. The best part about a sturdy revive zone system is that a reviver will always know how to get back inside once they've done their work for the day. Should a reviver find no zombies or a medic find no patients and both have their inventory filled, they can proceed with maintaining the revive zone through chores (see below).
- A revive zone will flourish best when placed close to a mall, especially if it is linked through a free running corridor. Medics with Bargain Hunting will find it much easier to store up on FAKs, while those who provide security for the area will enjoy the gun store.
- A medic or reviver with nothing else to do can maintain the order of the revive zone by doing chores. These are activities that are not essential to the success of the zone, but do markedly improve its effectiveness.
- - Keep spray paint in the zone accurate and relevant. Ideal graffiti will state what type of point the block is and where they can go for the next point. An example of a revive point's spray would read Revive point. Entry point 1N. See the above picture for details.
- - Keep the List of Revivification Points wiki updated. This list is accessed by the DEM, who provide excellent support for revivers with their various tools and firefox plug-ins. See their wiki for more details.
- - Adjust barricades to reflect correct levels. There's nothing worse than being revved only to find the entry point too heavily 'caded to enter.
- Revivers and medics are traditionally support staff. They keep the fighters up and fighting. As such, a revive zone would benefit from security. Most revivers and medics won't carry large amounts of guns and ammo, so having a local offensive group or your own security staff can be a huge help in such annoying problems as break ins, rotters clogging revive points or PKers.