Safehouses: Difference between revisions

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<sup>This is the article for the ingame safehouse function. For the glossary article on safehouses see [[Safehouses (Glossary)]]</sup>
''This is the article for the in-game safehouse function. For the glossary article on safehouses see [[Safehouses (Glossary)]].''


As per the 16 August, 2010 Update:
As per the 16 August, 2010 Update:
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==Setting a Safehouse==
==Setting a Safehouse==
Survivors (but not zombies) have the option to select a building as a '''Safehouse''', memorizing its location. From that point on, directions back to the safehouse are displayed below the minimap. Because you can always find your way there, this helps ensure that you are not caught outside when running out of AP.


Whilst alive, all survivors have the option to select a building as a '''Safehouse'''. You begin the game with no default safehouse set. This message is displayed directly below the [[Minimap]] on the left of the page. [[Image:Set5.PNG|300px|right]]
When you create a new character, the building you start out in is automatically set as your safehouse. Characters who were created before August 10, 2010 were not given a default, and therefore have no safehouse until they choose one. [[Image:Set5.PNG|300px|right]]


It should be noted that you do not need to possess the [[Scout safehouse]] skill in order to set a safehouse.
It should be noted that you do not need to possess the [[Scout safehouse]] skill in order to set a safehouse.


To set your safehouse click the "Set Here" button below the mini map. This automatically makes the location you are inside (CHECK INSIDE) your safehouse. This costs 1 [[AP]]. You will then recieve a message stating {{udspan|You familiarise yourself with the building.}} From now on directions to your safehouse will be displayed below the minimap.  
To set your safehouse click the "Set Here" button below the mini map. This automatically makes the current location your safehouse. Curiously you can be outside a location or even in an empty street. This costs 1 [[AP]]. You will then receive a message stating {{udspan|You familiarise yourself with the building.}} (or {{udspan|Location}} if outside).  


Your safehouse can be changed and set:
Your safehouse can be changed and set:
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*As well as when the building is dark.
*As well as when the building is dark.
*Even if you're standing outside a building.
*Even if you're standing outside a building.
 
*In any location, including a mall, an outdoor location, or an empty street
It seems every type of building can be set as a safehouse, including malls. In fact, open blocks such as streets can be set as a safehouse as well, strangely enough.


==Scouting a Safehouse==
==Scouting a Safehouse==
[[Image:Set.PNG|left|300px]]
[[Image:Set.PNG|left|300px]]


Once the relevant skill is purchased. You may scout your safehouse using the"Scout the Building (30ap) button. This gives you a message reading {{udspan|You spend some time clearing sight lines, and surveying and memorising the layout of the building.}}
Once the relevant skill is purchased, you may scout your safehouse using the "Scout the Building (30ap)" button. This gives you a message reading {{udspan|You spend some time clearing sight lines, and surveying and memorising the layout of the building.}}
You can only scout a building when '''inside'''.
You can only scout a building when '''inside'''.


Once the building has been scouted, the scout the building button is no longer available. However setting a different safehouse, and then returning to the original safehouse and attempting to rescout again is possible, although no additional AP can be gained, so you would be wasting 30ap.  
The benefit of scouting a safehouse is a 10% chance that an action taken within the safehouse will not cost an action point. When this occurs a message reading {{udspan|You move quickly through your safehouse.}} appears with the usual text for the action performed to indicate that the action did not consume an action point.
 
'''''Note:''' Manufacturing syringes in a scouted safehouse is also affected by this mechanic; however, the scouting skill will only reduce the AP cost by 1 to 19ap, rather than completely removing the 20ap cost. ''
 
Survivors should scout safehouses thoughtfully and infrequently. Scouting a safehouse is costly at 30AP. Given a return of about 5 AP per day, it takes about 6 solid days of searching, barricading, etc in the same building to get a return on that investment. If you are not confident you will utilize the same safe house for at least a week, your scouting effort will cost you more than it will benefit you.
 
Once the building has been scouted, the "scout the building button" is no longer available. It is possible to scout the same building again, by setting a different safehouse, then returning to the original building to set it as a safehouse and re-scout it.  However this would provide no additional boost to AP usage, and would be therefore be a waste of at least 33AP (for movement, safehouse-setting, and scouting costs, with free running).  


[[Ruined]] buildings may not be scouted in this manner. When pressing the Scout Building button you receive the message. {{udspan|The broken doors, wreckage and debris make the ruined building impossible to scout effectively.}} You use only 1AP doing this (CHECK)
[[Ruined]] buildings may not be scouted in this manner. When pressing the Scout Building button you receive the message. {{udspan|The broken doors, wreckage and debris make the ruined building impossible to scout effectively.}} You use only 1AP doing this (CHECK)


This rule goes for [[Dark]] buildings as well. When pressing the Scout Building button you receive the message: {{udspan|You cannot scout a building in the dark.}} Just as with Ruined buildings, you only waste 1AP doing this. This means cinemas, banks and clubs need a generator in order to scout. It's unknown at this point if bonus AP is achieved when the building goes dark, ''after'' it being successfully scouted.
This rule goes for [[Dark]] buildings as well. When pressing the Scout Building button you receive the message: {{udspan|You cannot scout a building in the dark.}} Just as with Ruined buildings, you only waste 1AP doing this. This means cinemas, banks and clubs need a generator in order to scout. It's unknown at this point if the 10% boost to AP usage is achieved when the building goes dark, ''after'' it being successfully scouted.
 
Scouting a single corner of a large building (such as a mall) does not carry over to the other corners as well.
 
== Losing the scouting effect (UNCONFIRMED) ==


It's unknown if the effect of scouting a single corner of a large building (such as a mall) carries over to the other corners as well.
The 10% boost to AP usage in a safehouse will be lost under any of the following circumstances:


=== Losing the scouting effect (NOTE: THIS HAS YET TO BE CONFIRMED) ===
*The scouted safehouse is ruined.
The effect of earning 5 bonus AP in a safehouse can be lost under the following conditions:
*The player dies.
*The building goes [[Dark]] (UNCONFIRMED)


*The ruining of the building that was scouted.
Entering your safehouse once it's been ruined yields the message {{udspan|You enter the building. Returning to your safehouse, you find it has been ruined beyond recognition.}}
*The death of the player.
If the safehouse is ruined or the player dies then in order to regain the 10% boost the player will have to re-scout the safehouse, meaning he or she will have to spend another 30 AP. Note that even though the scouting effect is lost, the affected building will still be set as the safehouse. If the safehouse goes dark, powering it with a genny and fuel will be sufficient. (UNCONFIRMED)
*If the building can, and goes [[Dark]] (UNCONFIRMED)


If the first two things happened then the player has to re-scout a building, meaning he or she will have to spend another 30 AP. Note that even though the scouting effect is lost, the affected building will still be set as the safehouse. When the third option is put into affect powering the building true a genny and fuel will sufficient. (UNCONFIRMED)
Some buildings, junkyards in particular, cannot be ruined or go dark, so that players will not have to worry about their safehouse in these locations, just their own safety.


Some buildings, like junkyards can also be used for a tactical advantage since junkyards cannot be ruined or go dark, therefore a player never has to worry about his safehouse, just his own safety.
[[Category:Player Resources]]

Latest revision as of 12:54, 30 November 2015

This is the article for the in-game safehouse function. For the glossary article on safehouses see Safehouses (Glossary).

As per the 16 August, 2010 Update:

  • Survivors and zombies alike are finding it easier to navigate the familiar wreckage of the city streets. Survivors can get directions to a nominated safehouse; zombies automatically focus on the most recent groan or scent trail.
  • Settling in for the long haul, some survivors have been modifying and memorising their safehouses. Those able to scout a safehouse can spend 30AP to survey the building, giving them approximately 5 extra AP per day within their nominated safehouse, until they die or the safehouse is ruined.

Setting a Safehouse

Survivors (but not zombies) have the option to select a building as a Safehouse, memorizing its location. From that point on, directions back to the safehouse are displayed below the minimap. Because you can always find your way there, this helps ensure that you are not caught outside when running out of AP.

When you create a new character, the building you start out in is automatically set as your safehouse. Characters who were created before August 10, 2010 were not given a default, and therefore have no safehouse until they choose one.

Set5.PNG

It should be noted that you do not need to possess the Scout safehouse skill in order to set a safehouse.

To set your safehouse click the "Set Here" button below the mini map. This automatically makes the current location your safehouse. Curiously you can be outside a location or even in an empty street. This costs 1 AP. You will then receive a message stating You familiarise yourself with the building. (or Location if outside).

Your safehouse can be changed and set:

  • Several times in the same day.
  • Even if the building is ruined.
  • As well as when the building is dark.
  • Even if you're standing outside a building.
  • In any location, including a mall, an outdoor location, or an empty street

Scouting a Safehouse

Set.PNG

Once the relevant skill is purchased, you may scout your safehouse using the "Scout the Building (30ap)" button. This gives you a message reading You spend some time clearing sight lines, and surveying and memorising the layout of the building. You can only scout a building when inside.

The benefit of scouting a safehouse is a 10% chance that an action taken within the safehouse will not cost an action point. When this occurs a message reading You move quickly through your safehouse. appears with the usual text for the action performed to indicate that the action did not consume an action point.

Note: Manufacturing syringes in a scouted safehouse is also affected by this mechanic; however, the scouting skill will only reduce the AP cost by 1 to 19ap, rather than completely removing the 20ap cost.

Survivors should scout safehouses thoughtfully and infrequently. Scouting a safehouse is costly at 30AP. Given a return of about 5 AP per day, it takes about 6 solid days of searching, barricading, etc in the same building to get a return on that investment. If you are not confident you will utilize the same safe house for at least a week, your scouting effort will cost you more than it will benefit you.

Once the building has been scouted, the "scout the building button" is no longer available. It is possible to scout the same building again, by setting a different safehouse, then returning to the original building to set it as a safehouse and re-scout it. However this would provide no additional boost to AP usage, and would be therefore be a waste of at least 33AP (for movement, safehouse-setting, and scouting costs, with free running).

Ruined buildings may not be scouted in this manner. When pressing the Scout Building button you receive the message. The broken doors, wreckage and debris make the ruined building impossible to scout effectively. You use only 1AP doing this (CHECK)

This rule goes for Dark buildings as well. When pressing the Scout Building button you receive the message: You cannot scout a building in the dark. Just as with Ruined buildings, you only waste 1AP doing this. This means cinemas, banks and clubs need a generator in order to scout. It's unknown at this point if the 10% boost to AP usage is achieved when the building goes dark, after it being successfully scouted.

Scouting a single corner of a large building (such as a mall) does not carry over to the other corners as well.

Losing the scouting effect (UNCONFIRMED)

The 10% boost to AP usage in a safehouse will be lost under any of the following circumstances:

  • The scouted safehouse is ruined.
  • The player dies.
  • The building goes Dark (UNCONFIRMED)

Entering your safehouse once it's been ruined yields the message You enter the building. Returning to your safehouse, you find it has been ruined beyond recognition. If the safehouse is ruined or the player dies then in order to regain the 10% boost the player will have to re-scout the safehouse, meaning he or she will have to spend another 30 AP. Note that even though the scouting effect is lost, the affected building will still be set as the safehouse. If the safehouse goes dark, powering it with a genny and fuel will be sufficient. (UNCONFIRMED)

Some buildings, junkyards in particular, cannot be ruined or go dark, so that players will not have to worry about their safehouse in these locations, just their own safety.