MCWU/Projects/CitiesandTowns

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Cities and Towns Policy

This is an experimental Barricade, Generator, and Revive Point Policy, looking to go beyond the thinking of the UBP, and the SGP which were developed many years before many building changes, like ruins and dark buildings.

As this is in the earlier phase of development, constructive input is encouraged.

The goals of this policy;

  • To focus more on local geography (especially TRZ’s)
  • To minimise maintenance
  • To encourage low level survivors to move away from hot spots

Terminology, Categories, and Clarifications

City: All blocks within 3 squares of a mall, typically warzones where extended sieges happen, this area whilst quite a good area for a new zombie player to score a free meal, they are typically a death trap for new survivors.

Town: A cluster of buildings, typically containing multiple useful buildings, that serves the local survivor community without the need for a mall

Maintenance Buildings: Auto Repairs, Factories, and Power Stations, the buildings used to keep the lights on.

Occupational Buildings: Fire Station, Hospital, Police Department, and Necrotech Buildings, these buildings are typically spawn locations for new survivors and contain most tools and consumables that survivors can use.

Educational Buildings: Schools, and Libraries, low priority targets for zombies, that provide a safe source of XP for survivors.

Open Access Buildings: Churches, and Junkyards.

Dark Buildings: Banks, Cinemas, and Clubs.

Roads: Buildings with very little practical use beyond a way to get somewhere else, or a place to sleep, typically every other building not previously mentioned.

Safehouse: A building kept at VSB++ to encourage the spawning of new players and to give them a place to sleep.

Onramp: a building kept unbarricaded permanently, preferably ruined, often an indoor RP, typically a Dark Building or an Open Access Building, to facilitate ease of entrance into the free running highways.

The rules of this policy

  • Maintenance Buildings and Roads are to be kept at EHB.
  • All buildings (except Onramps but including Occupational Buildings) within a City are to be kept at EHB.
  • All Educational Buildings, and Occupational Buildings not in Cities are Safehouses.
  • All Junkyards are Onramps.
  • Only Maintenance Buildings, Occupational Buildings, Malls, and certain Dark Buildings are to be powered.
  • Onramps are placed with the potential for pinata’s to close a road in mind, typically avoiding situations where a single pinata can cause mayhem.
  • Buildings away from Cities and Towns may be considered Roads or Onramps if maintenance is deemed too demanding.
  • Local RP’s to be listed on Billboards.

Considerations

  • The issue of new players spawning at NT’s vs The desire to keep them at EHB, I have fallen on the side of letting the location determine the choice here.
  • Indoor RP’s keep the revivers safe from roaming zombies and discourage rotters from camping them due to the inability to hear groans.
  • Pro survivors in zombie form should be encouraged to deal with overcading before heading to a revive point.
  • Whilst there is no proof of this either way, there is potential that every placed generator has an effect on generator search rates, this makes lighting non resource buildings extremely wasteful if it is true.