Talk:Tactical Resource Point

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Anyone that uses this strategy, feel free to post. I'm curious on feedback. User:Jonas

This isn't a guide, and shouldn't be designated as such. --Zaruthustra 01:51, 3 Jan 2006 (GMT)

Should junkyards be reclassified? They have random usefull items such as mobile phones, ammo, blunt weapons, generators and fuel cans. They are a sort of poor man's mall and if an area is under attack they will do as a safehouse in a pinch. Junkyards with uncut fences are almost the most usefull thing in the game at the momement, due to the fact they cannot be breached by zombies. -- Andrew McM 10:20, 27 Jan 2006 (GMT)

Are there even any junkyards left with uncut fences? I doubt there are, as the article states.
What about Armouries? Do they get TRP status? Hawk 01:03, 22 February 2006 (GMT)

Hmmm. I doubt it. one of the reasons TRP's such as mall and hospitals are usefull is because you can free-run to escape. The armoury is surrounded by non-building squares. Thereby you have to keep it at Very Strongly +3. Which kind of negates the improved search percentages. -- Andrew McM W! 12:12, 9 April 2006 (BST)

In my opinion this is only an effective guide for zombies, it should be listed as such.--Redlock 00:19, 17 May 2006 (BST)

I don't think so: Survivors' opinions of which buildings are important will influence how they are barricaded. Also: Factories are the best place to find both generators and fuel cans in one place. Should they be listed, after the recent changes? --Iridia 18:24, 22 May 2006 (BST)

That's funny Iridia, cause I clicked over here to the Talk to ask about the Factories. The gennies and fuel are important now.--Raystanwick 09:15, 8 July 2006 (BST)

I'd label both Factories and Auto Repair Shops as TRPs simply because fuel is so much easier to find in a lighted ARS. Both buildings should be labeled TRPs; they certainly are important resource points! --Ivan Romanov 04:21, 11 October 2006 (BST)

I absolutely agree with Ivan. Most people I talk to consider at least ARS's to be TRP's. I think factories should be considered them too. The benefits of having a powered building now are too great for them not to be considered. Generators are always being destroyed, so it's not like you just get one and you're set for life. And while you're searching for one you might also find a fuel can. Still a "no" for fire stations and junkyards though. --Dorian Miller 03:48, 13 October 2006 (BST)

Armoury Reclassification

I think it is due time armories (indeed, the whole fort) got a reclassification: they are finally useful. -- Andrew McM W! 15:53, 21 December 2006 (UTC)

There are only two Forts, and while they are beneficial, they are very specific cases that do not really need inclusion, imo.--Raystanwick 05:19, 28 January 2007 (UTC)

Map

I added a map.--Maps 08:38, 13 June 2009 (BST)

Power Stations

What about Power Stations? You can find many useful things in there, most importantly, generators and fuel cans. -- Kittithaj 03:53, 9 August 2010 (BST)

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