User:Aichon/Sandbox/Demo9

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Enlightened Barricade Plan

The Enlightened Barricade Plan (EBP), so-named because of its reliance on Centers of Learning (libraries, museums, and schools) and the wisdom of local survivors, is an in-game movement that focuses on sensible placing of entry points within and around suburbs, which attempts to take into account the factors of each suburb that make them unique or otherwise different from most other suburbs. The primary focus of the EBP is on easy maintenance of Tactical Resource Points (TRPs), intuitive entry points, and safety. Providing newbies with locations where they can find the resources that enable certain activities is of secondary concern, and, as a result, suburbs are rated based on how newbie-friendly they are. The EBP is much more of a descriptive, rather than prescriptive plan, and thus puts more power in the hands of the locals and less in the hands of people who have never visited the suburb in question.

Guidelines

As with any type of plan, there must be some method to the madness by which it operates. Unlike other policies or plans, however, all of these are to be tempered by the wisdom that comes from living in a suburb or area for a period of time. The EBP believes that locals know their suburb best, so while some change may be necessary, the locals can say which areas do or don't need barricading better than most others.

When presented with multiple options for selecting which buildings should be VSB, go by the following rules of thumb:

  1. Choose buildings that are on the corners of building clusters, rather than ones that are on the interior of clusters.
  2. If a building is on a free running lane (i.e. it's the only way to move between itself and some other building), and the next closest route would cost 4 or more AP to take, avoid making it an entry point.
  3. If a building is otherwise important (e.g. it's a TRP next to a Mall or Fort, it's a phone mast, etc.) avoid making it an entry point.

The following are considered to be ideal entry points:

  1. Fire stations
  2. Junkyards
  3. Libraries
  4. Museums
  5. Schools

The following should likely not be entry points:

  1. Dark buildings
  2. Malls
  3. Necrotech facilities
  4. Phone masts
  5. Police departments

As for placing entry points:

  1. Start out by designating all buildings in the suburb as EHB.
  2. If there are two or more of the following TRPs in the suburb, try to designate at least one of them as VSB:
    • Hospitals
    • Necrotech facilities
    • Police departments

Rationale

As for the thinking behind the guidelines, most of it is rather simple, but some needs further explanation.

Choosing entry points

Buildings that are on the corners of building clusters are preferred as entry points for the simple reason that survivors in search of an entry point will hit the edges of these clusters first and will also be more likely to search for entry points there than in the interior of a cluster. People seem to expect that most clusters will be heavily barricaded with entry points around the perimeter, so following that expectation will make entering easier for the person who is outside.

As for the other two points, the logic should be obvious. Free running lanes need to be preserved or else travel breaks down quickly in the suburb. Similarly, maintaining the resources of a suburb, especially to vital locations, is of importance, since that's the whole point of barricades. Barricades need to serve the purpose they were meant to serve. Anything less than that and they are failing.

Ideal entry points

The ideal entry point is of little tactical value to the suburb, is easily recovered, is easily discovered, and is readily available. While no building fits all of these criteria perfectly, certain ones fulfill some of them.

The Centers of Learning (libraries, museums, and schools) are used due to the fact that they are readily available in most suburbs and offer little incentive for zombies. By using all three types of buildings, a level of redundancy is provided for those suburbs that may not have all three present. Additionally, the Centers of Learning are seen by certain groups within the game as safe havens, making them ideal entry points and sleeping spots for newbies.

Junkyards are ideal due to the simple fact that they cannot be ruined, making them easily recovered. Most suburbs have junkyards available for use, and the fact that they offer some useful resources, without offering so many that they prove tactically valuable, is also an asset.

Similarly, fire stations offer certain useful resources without offering so much that they end up being frequently targeted by zombies.

Poor entry points

A poor entry point is one which harms the suburb by being at anything less than EHB. These are mostly TRPs, phone masts, or key points in free running lanes.


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