Salt The Land Policy
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The information on this page or section discusses a zombie strategy.
Contents |
[edit] What is the Salt the Land Policy?
Salt the Land policy states that all zombies should end their day in a ransacked NecroTech building whenever possible in order to maintain the ransack and prevent survivors accessing syringes. Rather than trying to mess with revives like the Scorched Earth Policy, Salt The Land aims to bring revives to a grinding halt all over Malton.
[edit] How do I do it?
It's very simple. Sleep in a ransacked NecroTech building every night, if you possibly can. If there isn't one within about 5 blocks, it's not necessary, but if you're close by, do it!
So, if you stroll past an NT building, check if it's ransacked. If so, and you end your day nearby, save a couple of APs to step back into the building and sleep there. The more zombies that do this, the more bodies will pack each and every ransacked NT building, and the harder it will be for humans to de-ransack the building to use it.
Survivors need NecroTech buildings more than any other resource, because without them, death is permanent. Follow the Salt the Land Policy! Hit them where it hurts the most!
[edit] But...
"If I sleep inside, then I won't hear feeding groans!"
That's a legitimate point. Look at it this way:
- If you die, then you'll probably be dumped, and you'll get all the feeding groans when you log in. By getting killed, you'll have wasted a pile of pro-survivor AP, and helped stop them from un-ransacking the building.
- If you don't die, then... bonus! No headshot! Spend those extra couple of APs looking around, and you're sure to find tasty brainz. Alternatively, if you log in a couple of hours before your APs fully recharge, step outside to listen for groans.
"It doesn't benefit ME!"
Oh yes it does! Every extra AP a survivor (or survivor in zombie form) has to spend booting you out of the NT is an AP taken away from, among other things:
- Barricading (who likes barricades?)
- Reviving other survivors (which, if an NT is running efficiently, takes less AP to do than it does for you to kill them!)
- Searching/doing: Healing, setting up generators, finding guns and ammo to deliver headshots.
You're forcing survivors to invest their days killing you - which costs you a grand total of 6AP for you to stand, and makes it easier for every zombie (including you) in the area to find and eat brainz!
[edit] Cost Analysis of Survivor AP to kick you out of a building
The average cost for a fully skilled Survivor to kill a 50 HP Zombie and toss them out of a building are as follows:
- Knife: 51 AP (50 to kill, 1 to toss)
- Fire Axe: 43 AP (42 to kill, 1 to toss)
- Pistol: 28 AP (18 to kill, 1 to toss, 3+ searches per clip * 3 clips)
- Shotgun: 57 AP (14 to kill, 1 to toss, 3+ searches per shell * 14 shells)
- Combat Revive: 19 - 20 AP (1 to toss,1 to DNA scan (unneeded), 8 to find a syringe, 10 to revive)
These numbers are the average results for survivors
It costs a zombie at most 15 AP (less with ankle grab and less skilled survivors) to get up after getting killed.
[edit] That's it!
It's a simple policy, and one to keep in mind while playing. It's not compulsory, but if you end your day near an NT, then it's very beneficial for zombiedom if you sleep in it! There are many situations where this won't be possible, or those last few AP might be spent doing something more worthwhile (the final blows of a kill, or groaning the location of a cracked safehouse), but if at all possible, do it!
[edit] What can I do to help spread the word?
Salt the Land will work best for all zombies if it's adhered to en masse. The more zombies inside, the less chance each individual will be headshot, and the harder it is for survivors to clear the building. Things you can do to help out:
- Include a link to this page in your profile if you've got space, and Death Rattle to other zombies in the building to get their attention.
- If you're revived, grab some spraycans and put up Salt the Land propaganda slogans around NT buildings.
- If you don't have a group affiliation, make it Salt the Land - the higher it gets on the Groups page, the more people will notice the Policy.
[edit] Want to Put Some Salt on Malton?
Here's a map that us salties can use to track our efforts in (exactly) the same way the suburb danger levels are reported:
For further information, see the Necrotech Information Center
| Suburb Danger Level Colors | |||||
|
| Safe
Break-ins rare, no zombie groups. |
| Dangerous
Zombies inside many resource buildings; OR hostile mobs of 50+ | ||
|
| Moderate
Active zombies and break-ins, but no 50+ hostile hordes |
| Very Dangerous
Most buildings wide open or zombie-infested; OR hostile zombie mobs of 150+ | ||
|
| Ghost Town
At least 2/3rds of the suburb's buildings Ransacked, Ruined or empty of survivors AND no zombie mobs over 10 and less than 60 zombies total | ||||
|
Building Danger Level Colors | |||||
|
| Safe
Less than 15 zombies outside. |
| In Zombie Hands
More zombies than survivors inside or all blocks ruined or ransacked. | ||
|
| Under Attack
15-50 zombies outside. |
| Rebuilding
Survivors recently recaptured the building. | ||
|
| Under Siege
More than 50 zombies outside. |
| Rot Revive (NT's Only)
NecroTech buildings that revive zombies with Brain Rot. | ||
|
| Ransacked
Less than 10 zombies inside, and any blocks ruined or ransacked. |
| Unknown
The building's status is unknown. | ||

