Talk:Revive, Entry, Sanctuary- Churches are Useful, Everybody!

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RESCUE and Ruin

Any unbarricaded building is probably going to get ruined... And if I understand it correctly, if a church is ruined, when a reviver steps into it they're going to wind up outside the building and have to step back in. This totally negates one of the main the advantages of RESCUE, saving an action point.

Are you planning on addressing this? --WanYao 20:50, 25 August 2007 (BST)

See the talk on the news page for why it is still better to do revives inside a ruined building compared to out-doors (net savings of 1 AP if you compare revive-in-ruin to revive-in-cemetery). And remember, the saved AP is not the ONLY advantage. RESCUE is also about ensuring revived survivors have an entry point, and about making revive points a bit less attrctive as a hand out spot for zombies who don't want revives. SIM Core Map.png Swiers 23:48, 25 August 2007 (BST)
There is a simple solution to this problem, JUNKYARDS They have all the usefulness of a church and they can not to ruined. - Pardus 15:04, 24 November 2007 (UTC)
They also can not be ransacked, which means they can always be barricaded. That makes them very valuable for defensive purposes; churches are less valuable. Junkyards (as indoor revive points) are also subject to intentional barricade building sabotage by people seeking to shut down the revive point, or just over-eager survivors who don't know that place should remain open. SIM Core Map.png Swiers 19:53, 24 November 2007 (UTC)
I think in general you have to pick a building next (or as close as possible) that does not cut freerunning lanes, preferably one without doors. - Pardus 11:31, 26 November 2007 (UTC)
Junkyards functioned as a nice indoor RP in Miltown some time ago. Janjones 17:05, 14 December 2008 (UTC)

RESCUE in St. Theodore's Church

That's the church right next toe the Blackmoore Building. Blackmoore defenders seem to be running a revive point inside it with almost no trouble from the over 200 zombies actually standing next door outside the Blackmoore. Not only does this categorically prove that RESCUE works (and works well) to provide a "secret" revive point during sieges, but it also provides a free run entry point right next to the Blackmoore for newly arriving defenders, people who go off to fetch gennies and fuel, and so on. My hat is off to the Blackmoore defenders- and I'm in the RRF!

Oh, and here's proof that the place is a rocking revie point in a deadly combat zone:

... 21:38, 27 June 2007 (BST)

RESCUE in Miltown

Miltown is just about to implement RESCUE attending it's own particularities: both Railway stations will be used instead of churches, due to the lack of the second mentioned. Anyone around the suburb is invited to help spreading the word trough the entire 'burb. Janjones 03:23, 16 June 2007 (BST)

Cool. I live in the SE and am a revive tech, I'll try to come by and help. I gotta point out, however, that zombies can close doors from inside buildings if they have MoL. Which means you may have rotters getting in the RP to clog it, PLUS closing the doors so clients (who often lack MoL) can't get in. That is precisely why RESCUE is based on using churches. NTLA1 The Batwing Brigade ~~~~~
I was in Ketley Lane Railway Station (93,94) and it is barricaded, has survivors inside, and is not tagged. Is there a wiki page or other reference that I can use to tag a link to in regards to the policy? A tinyurl would be good. 15:44, 16 June 2007 (BST)
I removed the barricades today and tagged a warning inside the building. Here's the page of the new revive point.

Janjones 02:37, 19 June 2007 (BST)

The Junkyard @ [91,99] is also being used as an indoor RP. 'Cades are down and zeds are in.

SSZ endorsement

The Survivor Security Zone and the Zone Defenders both endorse this policy/strategy and recognize this as an idea of empowerment for survivors all over Malton. --Ducis DuxSlothTalk 14:45, 28 March 2007 (BST)

Hallelujah Brothers!

The Malton Zookeepers agree that churches are the most appropriate venue for a revival. We've been helping brothers and sisters become born again at our church-based revive points for over a year now and we wouldn't have it any other way. --Belmondzoo 20:00, 28 March 2007 (BST)

And yeaha, they are HEE-ALLED! Can I get a WITNESS?? --S.WiersctdpNTmapx:oo 01:52, 29 March 2007 (BST)

These Dudes Have No Mercy for the Sacred Ground Policy

The Dudes Who Have Got No Mercy are working to establish a RESCUE site in Nixbank at St. Eugene's Church. Anybody in the area who wants to help is welcome. --LadyEleanor 18:30, 3 May 2007 (BST)

Great idea but

The Legion of the Octopope likes the idea but considered the use of churches specifically as overly limiting. Wouldn't it be more logical to choose a neighbouring building on an NT by NT basis? Cut revive costs to the absolute minimum.

That would work, but churches have several advantages to my thinking. First, they have no doors. That means that if for some reason they go to an un-ransacked status, a dead survivor who does not have memories of life can still get in (after taking down any barricades). Second, they are thematicly fitting and provide an easy mnemonic. Its much easier to find "a church" than "the building this given NT happens to use." Also, just designating every church a revive point means migratory revive techs don;t have to work to figure out which building is an RP on a case-by-case basis. Third, nobody considers them to have any value, so their use as a revive point won't upset anybody. People like using residential buildings and other non-resource buildings as safe houses (DEM makes a policy of it) but almost nobody uses churches because they lack doors. And yes, I know- doors are almost meaningless in defensive terms. Go figure.
I think all those advantages (real or psychological) outweigh the minor savings in AP that always picking the "optimal" building would provide. Truth told, travel time from the NT to the RP is rarely an issue; you can stock up with enough needles that you don't have to come back to the NT frr a week or two. What IS an issue is travel time from your safehouse to the RP, and that's where RESCUE saves you AP (and allows a wider choice of safehouses, not just ones near entry points) by not forcing you to go outside to do revives. --Seb_Wiers Imagine 23:31, 11 June 2007 (BST)

Alternate Recommendation: Churches VSB by UBP

It strikes me that you are trying to solve two problems with one policy, one of which is already solved. The first is creation of standard places for revives. Sacred Ground Policy does cover this pretty well. It is not perfect in that there are areas where there are not many cemeteries, necessitating the use of ad hoc revive points. But as pointed out that situation is no different with churches. The second is increasing entry points. To me, this is a legitimate gripe, but one with other paths to resolution. One such path to resolution would be to get Uniform Barricade Policy to change to include Churches as entry points. To me, this solves 90% of what you are trying to do without the major hurdle of overhauling a status quo with a new policy with new problems.

In Buttonville, we used to have a revive point inside one of the churches. It was a constant battle to keep it wide open, and tagged as a revive point, and instruct new players not to barricade, etc. etc. If you are able to get a few thousand people on board with your policy it might be easier, but it will require constant work to keep up. The trade off of a couple of AP to not have to step outside will be washed by the constant AP to degrade barricades. The slight increased "safety" of survivors is washed by the increased challenge of the zombified to gain access to a revive point.

On the other hand, getting churches to be enterable by policy doesn't require a major overhaul of policy, just one small change to an existing policy. There is (almost?) always a church next to a cemetery, so enterability after going outside will be as assured as it would be in the proposed policy.

I think you are more likely to achieve more of your goals with the simpler change than you are with the current RESCUE recommendation. --ZaqWer 17:50, 5 July 2007 (BST)

Probably not a bad move. Indoor revive points are VERY nice to use, but as you say, it only takes one deathcultist / greifer / uninformed duffus to mess it up an negate a lot of the AP savings. On the other hand, sombies not getting in is no big deal- the exterior of the church can serve as an alternate revive point when the cades are up and nobody has time to tear them down.
I'm not sure if its best to overhaul this policy, or just ditch it and construct a new one that simply emphasizes churches as entry points. You are right that there is almost aways a church next to a graveyard, and vice versa, so that really does have good synergy with sacred ground, as opposed to fighting against it as the curent form of RESCUE more or less does.
It might be worth still mentioning church interiors are themselves good revive points. If you are doing seige defense on a building near a church, and have lots of folks to revive, the church interior makes a VERY nice RP. Once its ransacked, the enemy can't use deathcultists to barricade it, at least not without devoting a lot of AP to killing and dumping all the zombies inside. You actually turn the tables on the zombies, forcing them to clear your zombies out of a ransacked buidling order to shut down the RP / entry point! . . . swiers BigEYEwitnessLOGO.png 19:26, 5 July 2007 (BST)

Yagoton Revivification Clinic

The Yagoton Revivification Clinic has been running for over two years now, using this exact method. It works. --Uborkapete YRC 15:26, 31 October 2007 (UTC)

Further Addition to the Wiki

Perhaps a list of all churches that follow the RESCUE policy and are checked regularly could be added to the page. Obviously churches that the odd individual use occasionally wouldn't be added. Just suburban revive hubs, such as St Emelia's in Santlerville, "Malton's Fastest Revive Point!TM--Jed 05:52, 28 November 2007 (UTC)

Ruin Updates

With the advent of ruin, survivors doing revive runs in siege situations need not worry about finding entry points since ruined buildings are aplenty. Thus, there may be no need to enforce the RESCUE policy in siege situations. Alternatively, since junkyards cannot be ruined or ransacked, they could be used as indoor revive points. Sorry I'm such a noob I didn't read this discussion page first!Does anyone have data on the proximity to and availability of junkyards in Malton compared to the sites of NT's? --Zokolate 04:53, 16 February 2008 (UTC)

I've seen junkyards used that way. In theory they are vulnerable to being barricaded, but now that the presence of zombies blocks barricade construction, the folks waiting for revives makes it unlikely the place will get any troublesome barricades. I practice, even before that update, they seemed to work well if properly tagged. Anyhow, there are about as many junkyards as churches, with a similar scattering compared to NTs. If you want to see the exact relationship, check out - it will show you the exact relationship very easily. SIM Core Map.png Swiers 05:43, 16 February 2008 (UTC)
That's interesting, I never actually thought about how the new update would effect something like this.--Karekmaps?! 11:09, 16 February 2008 (UTC)
404 used a junkyard as a revive point while working up in Dakerstown. It worked beautifully. Revivers could freerun into junkyards without getting injured and falling outside, and we rarely, if ever, had a problem with cades. --Jen 17:50, 20 December 2008 (UTC)

Was the headline thingy entirely necessary?

Who would think it was a wiki policy? how could it even be a wiki policy? Although i do love it when people think shit like sacred ground policy is a "rule", brings teh lulz. anyway yeha that question was mainly directed as iscariot...--xoxo 06:55, 27 September 2008 (BST)

He'll likely never see it. Sounds like he's got a bug up about survivor tactics being labeled as a "policy" since he put the same thing on several other pages too. Moar drama. -- Atticus Rex mfu pif Δ 12:30, 27 September 2008 (BST)
Clarification: not just survivor tactics, but at a least a couple of zombie tactics as well, apparently (see, e.g., Salt the Land). -- Atticus Rex mfu pif Δ 12:51, 27 September 2008 (BST)
Dammit, edit-conflicted me! :) I actually really like headline, and think it's a great idea. I was confused about such things when I was a new player, and this would have clarified them for me a LOT quicker. And, yes. He's doing it to all zombie tactics pages, too. --Jen 12:54, 27 September 2008 (BST)

What Jen said. After the drama surrounding the zerging scumbag's portal I thought similar disclaimers would be helpful on all such game 'policy' pages.

I notice the DEM representative was being all open and fair minded....and promptly jumped straight to conclusions. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:23, 29 September 2008 (BST)

RES-U in Roftwood

Roftwood will likely be adopting a RES-U policy quite shortly.

A modification on RESCUE, RES-U uses NT-adjacent ruins as revive points; maintaining and in many cases decreasing the AP costs of revive runs, while also keeping vial NT entry points open (and all of the non-church benefits of RESCUE). RES-U stands for, you guessed it: Revive, Entry, Sanctuary - Useful!

Hopefully, Roftwood scientists will now be able to hasten to RES-U. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:41, 27 May 2010 (BST)

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