Talk:South Blythville Barricade Plan

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Discussion archived from Talk:South Blythville, 03:08, 5 August 2007 (BST)

Pippard Revision

Based on this conversation, plus the fact this appears to have been the standard accepted practice in the suburb since at least 2011, I have changed The Pippard Building barricade level in the plan from "uncaded" to "VSB." -- Jen T | SFHNAS | PK 13:04, 16 August 2014 (UTC)

Current Barricade Plan Discussion

I've started a new BP for S. Blythville, as the situation changed a lot after the Big Bash passed through, and I don't see any work on this after. Hopefully this sparks it back up. :) —The preceding unsigned comment was added by Gilant (talkcontribs) 09:41, October 14, 2006.

South Blythville Barricade Plan
20 21 22 23 24 25 26 27 28 29
70 X NT
71 AR Bldg
72 Bank NT
74  ?? NT
75 Bldg MPM
76 NT Mall Mall
77 Mall Mall
78 Rail

Unenterable Buildings
Extremely Heavily Barricaded Phone Mast
Enterable Buildings
Auto Shop Fire Station
Hospital NecroTech
Police Department School
Other VSB Buildings Unbarricaded Buildings
Other Locations
Street Monument
Cemetery Revivification Point

Comments on first draft

  • Pippard Building (the NT due north of Marven) is running the Brain Rot Revive Clinic. As such, EHB is probably inappropriate, except in times of emergency. Designate it as unbarricaded. Also, is Sankey Bank an entry to something in particular? (Possibly Tompson Mall in Locketside?) If not, we can probably make it an EHB without hurting anything (since it's surrounded by nothing other than streets, at least in S. Blythville - looks like it's right next to a VSB in Locketside too). I'd like to see a couple of the EHBs in the "heartland" (the big almost contiguous EHB clump between Deverell and Gotch Plaza downgraded to VSB to give more entry-points and newbie habitable areas. Lastly, confirm that Park Walk is a Revive point? Might be smart to move that one a bit further from the NT - being only one away might be asking for trouble. Dst3313 23:06, 19 February 2007 (UTC)
I've also fixed the map designation slightly - Isgar Towers is the location of the phone mast. Dst3313 21:49, 23 February 2007 (UTC)
The Pippard building actually functions very well as a rotter revive point at EHB. The process is simple: A rotter wishing a revive either scheduels a time, or just claws down the cades, which takes most of 50 ap, and enters. The cades go back up preventing ambient zombies from in advertantly wandering in and mucking about. The zombie rotter is revived and left. Ambient survivors may dump the zombie or not.
This preserves the staff, and resources since the NT building can always be lit. The rotter who wants a revie won't destroy the generator and fuel, so all that ap invested lasts a long time. It's been run quite successfully in this manner for over a year.--Jack's Cold Sweat 03:54, 16 January 2008 (UTC)

Discussion on current revision

  • Plan now reflects some of the suggestions above, as well as long-standing use. Hazeldine is always kept at EHB; entry at Lawrence Bldg, although there are two other EPs generally kept open around the Gee area as well. Park Walk is indeed a working RP, used by both the Blythville Gang and MFU; entry to Nich is at the Crawley Bldg. Pippard is still a Brain Rot Revive Clinic, AFAIK, so it's got to be unbarricaded. Additionally, St. Ethelbert's Church (marked with a ??) would be an ideal location for a RESCUE building. -- Atticus Rex mfu pif Δ 22:57, 7 July 2007 (BST)
    • Further changes: Instead of maintaining three EPs and an auto repair around Gee, all of which are adjacent, why not settle on one entry to Hazeldine? Proposal above now suggests that entry be the Lawrence Bldg; :buildings marked with X are the entry points that would be converted to safehouses. -- Atticus Rex mfu pif Δ 00:02, 8 July 2007 (BST)
  • I'd recommend that Land Bank (1 east of Gee Avenue) be kept an EP; too many newcomers take shelter there (the SB seems to be a spawning site), and Blythville Gang members use it to directly enter into Harnap Bank, which we've a historical link to. as a staging area for revives. Saves us that extra AP of entering on the north and walking a half-circle around Gee. Plenty of safehouses, that one could be spared.  :I do agree there's no need for all 3 of them, however. Perhaps a word could be added about the two auto repairs (Brymer and Porcher) -- don't need to keep both EHB and powered. They're the suburb's fuel depots but only one is really necessary as such. --McTrout 08:38, 8 July 2007 (BST)
    • I agree with you about the auto repairs, McT; the proposal above has Porcher EHB and Brymer enterable. As for Land Bank v. Lawrence, if Brymer AR is open then there's your entry to Harnap; Lawrence makes more sense for the Hazeldine folks, and it puts an EP within the nine-block NNW of Gee. -- Atticus Rex mfu pif Δ :18:02, 8 July 2007 (BST)
      • Acceptable, but we'll have to retrain a lot of survivors; all the BG membership are kind of conditioned to head for Land, and I am forever seeing lower-levels in there ...--McTrout 18:51, 8 July 2007 (BST)
        • I hear that, and long use of Land Bank was one of my concerns too. If it's gonna be a problem, maybe the solution is just to have three EPs around Gee. I'll make that change. -- Atticus Rex mfu pif Δ 19:11, 8 July 2007 (BST)
          • There is no time like the present to start building good habits what with little to no revive ques and minimal undead presence.--KillswitchEngage 22:26, 25 July 2007 (BST)
  • Nobody has really touched on it, so I guess I get to bring it up. RESCUE has worked really well in Mornington, and even if you think the current system works great, (Think might be a bad word, since it does work well...) but it's certainly something that should be considered. Thanks, SW BC Labine50 MHG|MEMS 00:15, 11 July 2007 (BST)
    • I help operate a similar indoor revive point, and it works very well. St. Ethelbert's is a good location -- it may never replace Gee Avenue, but it's a good option. -- Atticus Rex mfu pif Δ 00:44, 11 July 2007 (BST)
      • I don't see much of a point in having two revive points almost adjacent. Insomuch as alternative revive points in SB, there really isn't much of a need for it, since the entire burb's resource buildings and population is shifted to the north-eastern and south-eastern area.--KillswitchEngage 22:26, 25 July 2007 (BST)

i'm looking at this map... i'm not as conversent with these things as you all are, nor am i a long-time resident of the suburb. but i see one small (?) problem with this barricade plan. and, yes, this is from the POV of a newb... the POV of one who has found himself stuck on the street more than once... or low on APs from scrambling around wasting tons of time to find entry in some poorly conceived barricade plan...
i think there should be an Entry point at either at 24,73 or 24,74. that way, one won't get stuck in the street if the NT block on the SW falls. and if the entry point to the NT building etc. does fall... we need a way to easily get back into the main free running complex. personally, i like entries at the dingley library (or rutter motel) and the tomkyns motel. the latter would replace the current entry point at the crawley but functions identically, still allowing easy access to the Park Walk RP. and is a little more intuitive for survivors to find on a map, too.
and, also, BTW why are there two entry points at 71,26 and 72,27?? one is sufficient, no?
thanks... --WanYao 07:48, 27 July 2007 (BST)
Hi WanYao, and thanks for giving some input. To take your points in order:
  • There is already an EP at Brymer Auto [25,73], just one block from either of the ones you propose. Not that another one could never be opened, but there's really no compelling reason to do so.
  • To be honest, I don't see how changing the Nich-area EP from Crawley to Tompkyns makes anything more intuitive; perhaps you could explain what you mean?
  • There are VSBs at both Lawrence and Land Bank because of the discussion a few paragraphs above. One of the main reasons is that Land Bank is not just a well-used EP, but has also served as a VSB safehouse for low-level characters.
Also remember that when an EP "falls" (assuming you mean is broken into), it's still usable as an EP, just not as a VSB safehouse. I hope this helps answer your concerns about the plan. -- Atticus Rex mfu pif Δ 20:29, 31 July 2007 (BST)
I was thinking that the current entry points are sparsly connected, especially to the mall (min 7 ap spent to get there). What about moving the Gee Avenue entry point to Busfield Towers (24,71), and setting up an entry at the Breyly Building (29,74) or Club Penfold (27,75). --Last_Rager 14:59, Aug 30 2007 (PST)
There are two EPs directly adjacent to the mall on this map: Gotch Plaza PD and Voules Square RS. Additionally, there is one other adjacent on the east side of the mall, though it's in another suburb. -- Atticus Rex mfu pif Δ 03:40, 31 August 2007 (BST)

Old BP Proposals

Right heres a barracade plan for the suburb, ive implemented it in stages so as the operation can go as easily as possible <img src="

any input would be welcome Silver Sparks MPD

  • A barricade plan is needed urgently, just today I got stuck outside in a sea of EHB buildings. I support the making of one fully, you have the WSFFG behind you. Could be bigger and clearer though. Look at other suburbs maps for ideas. --Preasure 21:33, 3 April 2006 (BST)

I've created a barricade plan myself, attempting to be almost fully UBP complaint.

SouthB barricade plan.gif

If anyone would like to change something please, speakup. After a week if no one objects I'll put this on the article page where more people can see it. Ybbor 20:30, 4 July 2006 (BST)

I'm going to hold off on posting this until the Big Bash has died down and the plan can be practically implemented Ybbor 18:10, 11 July 2006 (BST)

  • Actually, the cade plans usually go here in the Talk page. Also, there is a Barricade Template available on the wiki; check the Barricades or UBP Talk page. Since the Mall is in yellow, I'll assume that's EHB and the purple is VSB. Atway Auto is a commonly accepted Entryway, so you may want to change it to VSB to reflect the reality of the situation. Also, most of the NTs should be at EHB, leave one at VSB if you must.(Newbs should learn Freerunning before NT skills, IMO and shared by many others) --Raystanwick 21:47, 19 July 2006 (BST)
  • I didn't use the template becasue I don't think it's descrptive enough. It's much easier to look at a map with building names on it than to figure out you're exact coordinates. (I assume the template you're talking about is like this one). Also note that I did include a key, it's off to the right. You don't have to "assume" yellow is EHB, it's right there. The UBP actually encourages NT's to be at VS, s I compromised with two of each. Would it be okay to move porcher's VSB to ataway? It'll keep the 9-block, and avoid more VSB's of which the suburb already has almost too many in this plan. Ybbor 15:24, 20 July 2006 (BST)
  • Sorry, I didn't see the Key. The map looks nice; the colors are easy to distinguish. The Template you linked to shows the Building name and type with a mouse over. Look at Talk:North Blythville for an example... I used only the basic colors for contrast.
I didn't count them up, but it does look like you have a lot of VSB buildings; they should only be about 1/4 of all the buildings. Also, 1 VSB NT is all you need.(if at all... why would anyone buy Lab Exp before Freerunning anyway?!?) Make sure it's one far from the mall. You should really look through the suburb in-game and read the tags(esp inside) to see what the local survivors are already using as entryways.
The important thing is not to strictly adhere to the UBP, it's finding the "natural" entrypoints the majority of local survivors use and maintain already. Newbs will be served as long as these points are a mix of resource and non-resource buildings,(all newbs need are safehouses, FAKs, and maybe ammo, technically, meaning Hospitals and PDs). The more accurately a map reflects the reality of the situation, the greater the benefit to it's readers. --Raystanwick 10:10, 26 July 2006 (BST)
Yes, there are a lot of VSB. it just barely fits within the UPB specifications, mainly because I tried to hold to the rule where any 9-block square of land should have a VSB when terrain permits (so wherever you are, a VSB is only 1 square away). I'll do a bit of a revision now, but hey this is a wiki, so feel free to edit it yourself. Ybbor 18:57, 26 July 2006 (BST)
  • Hi, not sure if this is still being worked on. Just wanted to ask that you don't recommend Pippard NT be barricaded - the Brain Rot Revive Clinic is based there. As such, it's also a pretty reliable entry point. --Karen Eliot 02:37, 29 August 2006 (BST)
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