Talk:Mall Defense Rating

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Defense Ratings

I don't see how taking up less than 4 blocks is minus points. There are less squares to be maintained, cleared and populated. Less possible generators? Thats the most ridiculous thing I've heard, the search odds are still the same.--Mayor FittingTalk RR 22:41, 19 December 2007 (UTC)

Also, you are neglecting local groups who will help defend the mall during times of siege even though they are not strictly a "Mall defense group" (unless that is a broad term meaning groups based in malls, mobile groups and local groups)--Mayor FittingTalk RR 04:28, 20 December 2007 (UTC)


Comment

I'd say this one- "Bordered by a Large Building- Large buildings are hard to barricade and make poor safehouses" is 100% wrong. Having a ransacked building right next to the mall is in fact a BENEFIT to the mall, because it is a sure-fire entry point that does not need to be defended. See RESCUE for a bit more that results from this line of thinking. --Seb_WiersctdpImagine 13:24, 24 April 2007 (BST)

You have a point. It does give the zombies one less building to focus on instead of the mall, and there's less space for useful buildings. But the zombies usually do focus on the mall anyway, and the useful buildings already have point ratings of their own... I'm going to reduce the Large Building criterion to zero for now, until I get more input on the idea. --Darene

Actually a JUNKYARD nearby would be totally beneficial. It never gets ruined, so people can still free-run, and it serves as a great indoor revive point. But I don't think there's a JYD near any Malton Mall... Pakopako 14:52, 15 April 2008 (BST)