User talk:TripleU/Sandbox3

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needs more necrotech --RosslessnessWant to complete a dangerous mission? 09:30, 1 April 2016 (UTC)

It's designed to be a no-revive town, without inactive protection, that has it's borders open automatically for one month every year. Survivors would be left to fend for themselves, dying off over the course of 11 months.
That said, if I were to assign NecroTech buildings, they would be The Fairgrounds Building and The Valley Building. There would need to be multiple to have some strategic complexity, but adding too many would decrease their importance enough for the town's strategic situation to be more or less irrelevant and unchanging. Two NecroTech buildings is, in my opinion, the perfect balance between meaningful sieges and survivable losses. The reason I'd choose these building in particular is that they are very much each other's opposites. The Fairgrounds Building is very much in a TRP hotspot: In addition to Fairgrounds Road PD, the most accessible, middle-of-town source of guns, there are ample surpluses of generators and fuel. The Fairgrounds area does have the glaring omission of a hospital, with Harmony General being six freerunning hops away from the Fairgrounds Building. The Valley Building, on the other hand, is adjacent to one hospital and close to a second, but otherwise in a small dead zone for resources. There's a factory five hops east, but if that's down or you want to bring in guns, Potato Mall is the only practical solution. At five hops away, Potato Mall and the Valley Building are close enough to support each other, but not so close that they would be a single defensive entity. It would not be out of the ordinary for one of them to fall while the other stands strong, but the survivors in the remaining stronghold would very much have an incentive to push back and retake the other, lest they have to go all the way north to get guns/needles. These two placements do leave the northwestern and southeastern corners underserved by NecroTech, but that's intentional. Those areas are meant to be thinly populated outskirts, the sort of place survivors flee to to escape attention, rather than fight to protect.
Obviously this would invalidate the original barricade plan. I would assign revive points at Wasteland 11,3 and Cemetery 2,12. That would be one block from the Fairground Building and four blocks west of the Valley Building, near Potato Mall. This would put one revive point in the center of each of the two survivors' centers of power. It does mean as much as a 12 block walk for anyone who dies in a particularly uninteresting area, so additional revive points could be set up at Argenta Street, to service the southeast just three blocks from the Valley Building, and at Melarky Street, to service the northwest with whatever needles they have in reserve. Honestly though, I expect two revive points would be enough. --VVV RPGMBCWS 08:10, 2 April 2016 (UTC)
If survivors played sensibly, this map would be impossible for zombies. --RosslessnessWant to complete a dangerous mission? 19:23, 11 April 2016 (UTC)