Whittenside Barricade Plan

From The Urban Dead Wiki

Jump to: navigation, search

(the TinyURL for this page is http://tinyurl.com/u7hb3)

Contents

[edit] Whittenside Suggested Barricade Plans for Emergency Use

The following is a suggested barricade plan for use when the suburb comes under attack by significant numbers of zombies. At times like this the natural inclination is for survivors to raise barricade levels wherever they are staying but this often results in mass over-barricading, players finding themselves shut outside and many unnecessary casualties.

A number of the larger groups operating in Whittenside have proposed the following barricade plan for use in emergencies. Red squares are those locations which will be kept at EHB and orange should be barricaded no higher than VSB+2. Revive points are designated as the cemeteries at 82,98 and 87,90, and Woolley Grove 86,94 (blue squares). Grey squares are open spaces and have no distinguishing features whatsoever.

[edit] Barricade Plan

Image:ubpicon1.gifUBP Unreviewed Barricade Plan
This barricade plan is under review for compliance with the Uniform Barricading Policy. Comments on this plan may be left here.
80 81 82 83 84 85 86 87 88 89
90 Gulliver Street School
Babb Lane
Stovin Place
Udy Boulevard
Fort Perryn
Fort Perryn
Fort Perryn
a cemetery
RP
the Malcolm Building
Beamer Drive
90
91 Gillett Way
the Devine Motel
Bugg Crescent
Cowdry Cinema
Dark
Fort Perryn
Fort Perryn
Fort Perryn
wasteland
Potts Street
Selley Plaza
91
92 Somerside Drive Police Department
Pitt Way
Clinker Avenue
Kemmis Walk
the Leach Motel
Went Street
Seymour Bank
Dark
Petherbridge Way
the Allsop Building
Wilsdon Park
92
93 the Wyche Building
Gatclin Square
a warehouse
Garton Place Railway Station
Collinns Road
Tikanoff Square Railway Station
Banton Cinema
Dark
Jepp Way
Hellings Lane
Ackermen Way
93
94 Kean Place
a factory
a factory
the Beagly Hotel
the Sherwel Building
MPM
Anne General Hospital
Woolley Grove
RP
the Gullick Building
Whitemore Library
a warehouse
94
95 Smallwood Walk
the Phelips Museum
Stott Cinema
Dark
a warehouse
a warehouse
the Colglough Building
the Mais Motel
the Beable Arms
Charteris Bank
Dark
Bisdee Road Fire Station
95
96 a warehouse
Agapitus General Hospital
Greensill Lane
a warehouse
a factory
the McLaren Motel
a carpark
a carpark
Brymer Drive
the Bellamy Building
96
97 Stoy Alley
the Nathan Monument
the Sleeman Monument
Bidgood Street
the Rayment Building
wasteland
the Roche Hotel
Dewfall Cinema
Dark
Sprackling Square Police Department
Clough Towers
97
98 Powers Bank
Dark
St. Cunigunde's Church
a cemetery
RP
wasteland
the Hurst Building
Herridge Way School
Forst Alley
Copping Drive
Skilton Crescent
Club Adey
Dark
98
99 Tims Grove
wasteland
St. Symmachus's Church
Club Hucker
Dark
Hitchens Street Fire Station
wasteland
Creyghton Crescent Railway Station
Wheddon Square
St. Juan's Church
Walters Cinema
Dark
99
80 81 82 83 84 85 86 87 88 89


LEGEND
Extremely Heavily Barricaded Very Strongly Barricaded No Barricades
Auto Repair Shops Hospitals Other (non-TRP)
Factories NecroTech Buildings Unbarricadable
Forts and Malls Police Departments
Dark: Dark Buildings MPM: Mobile Phone Masts RP: Revive Points

[edit] An explanation of the thinking behind the plans

This suggested plan provides 45 buildings barricaded to EH for survivors to use as safehouses (or at least as safe as a place can be in a suburb under attack) and 13 buildings that are to be barricaded no higher than VS+2, making them enterable by all players and primarily intended as entry points to safehouses. The relatively even distribution of the latter should ensure that a player is never more that 2 squares away from an entry point and a means of getting inside and off the streets.

As this is a suggested plan for times when the suburb is under heavy assault the resource buildings that would normally be kept at VS+2 have been changed to EH.

It is hoped that this suggested barricade plan will not only help with defence but also attack. The even spread of VS+2 buildings means survivors can go outside and take the fight to the attacking zombies knowing that they don't need to hold back masses of AP to search for an entry point to return home at the end of the day. If an entry point is never further than two squares away, survivors can fight longer and inflict more damage on attacking zeds.

One acknowledged problem is that as this is a publicly viewable page it means that zombies are just as likely to view it as humans (hi to any zeds reading this bit right now...) However, with so many possible EH buildings to chose from, hopefully there is nothing in particular to suggest where survivors may be found. A second is that the VS+2 buildings are primarily designed to act as entry points so that players may free run into more heavily defended buildings, not to rest inside. While I realise that making the locations of these buildings perhaps puts a particular pressure on newer players and those without Free Running who have no option but to rest in these, hopefully there are similarly enough VS+2 buildings that no particular location may be singled out.


[edit] and an Appeal for Help...

While a number of Whittenside based groups will be attempting to implement this, it simply will not work without the assistance and co-operation of the many unaffiliated survivors in Whittenside, so we ask you all to help by ensuring that designated entry points are not overbarricaded. If you have the AP spare and are willing, any help in maintaining the correct barricade levels through building up weak 'cades or lowering those that have gone too high would also be greatly appreciated. We hope that the plans meet with your broad approval and that they prevent resource disruption and people finding themselves killed and stuck outside. Thanks for reading...

Personal tools
advertising
project wonderful