Tactical Resource Point: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
(I think that's correct)
 
(added forts, rejigged layout a bit)
Line 1: Line 1:
Also known as TRPs, a '''tactical resource point''' is defined as any building that is frequently searched by survivors for a certain resource. Currently, only [[NecroTech]] Buildings, [[Malls]], [[Hospitals]], [[Police Departments]], [[Factories]], and [[Auto Repair Shops]] hold status as TRPs. A cluster of TRPs is a [[Tactical Resource Zone|TRZ]].
Also known as TRPs, a '''tactical resource point''' is defined as any building that is frequently searched by survivors for a certain resource. Currently, only the following hold status as TRPs:
*[[Building_Types#Forts|Forts]]
*[[Malls]]
*[[NecroTech Buildings]]
*[[Factories]]
*[[Auto Repair Shops]]  
*[[Police Departments]]
*[[Hospitals]]


[[Fire stations]] did not receive this designation due to the fact that very few survivors stay there to constantly search for resources, you only need one [[fire axe]] after all.
A cluster of TRPs is a [[Tactical Resource Zone|TRZ]].


[[Armouries]] are not TRPs, as they cannot be accessed from adjacent spaces.
Some buildings contain valuable resources but are not considered TRPs:
 
*[[Fire stations]] did not receive this designation due to the fact that very few survivors stay there to constantly search for resources, you only need one [[fire axe]] after all.
[[Junkyards]] also did not receive designation for being a viable TRP on basis that despite being able to get a variety of random items, some of which are helpful, most are junk. The lower search probabilities, coupled by the sheer amount of things you could get in a search if even successful, fully discourages many players from sticking around. The only time a junkyard could even be considered a TRP is if it remains unmolested, and the fences are not cut open. To existing knowledge, no such junkyards exist anymore. As such, junkyards will never hold a permanent TRP status, unless a way of repairing them is developed.
*[[Junkyards]] also did not receive designation for being a viable TRP on basis that despite being able to get a variety of random items, some of which are helpful, most are junk. The lower search probabilities, coupled by the sheer amount of things you could get in a search if even successful, fully discourages many players from sticking around. The only time a junkyard could even be considered a TRP is if it remains unmolested, and the fences are not cut open. To existing knowledge, no such junkyards exist anymore. As such, junkyards will never hold a permanent TRP status, unless a way of repairing them is developed.


The designation of TRP stems from the [[ATF]] and its use of the term to define logical means for eating humans and finding the best ways to ensure "everyone dies within the region." The strategy works well within the areas that it has seen use, as areas without constant access to the TRPs are forced to congregate in outer [[safehouses]], wasting [[AP]] moving, while being constantly pushed further and further away from the TRPs. This eventually, in theory, leads to either survivors relocating to a new area, bringing in more meat, or staying dead, bringing in more zombies. It's a win-win solution for the thinking man's zombie.
The designation of TRP stems from the [[ATF]] and its use of the term to define logical means for eating humans and finding the best ways to ensure "everyone dies within the region." The strategy works well within the areas that it has seen use, as areas without constant access to the TRPs are forced to congregate in outer [[safehouses]], wasting [[AP]] moving, while being constantly pushed further and further away from the TRPs. This eventually, in theory, leads to either survivors relocating to a new area, bringing in more meat, or staying dead, bringing in more zombies. It's a win-win solution for the thinking man's zombie.
Line 12: Line 19:


Total Resources in Malton:
Total Resources in Malton:
  20 Malls
2 Forts
  211 NTs
20 Malls
  245 Hospitals
  211 NTs  
  227 Factories
238 Auto Repair Shops
  243 PDs  
  243 PDs  
  227 Factories
  245 Hospitals
238 Autos


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Tactics]]
[[Category:Tactics]]

Revision as of 17:42, 1 October 2008

Also known as TRPs, a tactical resource point is defined as any building that is frequently searched by survivors for a certain resource. Currently, only the following hold status as TRPs:

A cluster of TRPs is a TRZ.

Some buildings contain valuable resources but are not considered TRPs:

  • Fire stations did not receive this designation due to the fact that very few survivors stay there to constantly search for resources, you only need one fire axe after all.
  • Junkyards also did not receive designation for being a viable TRP on basis that despite being able to get a variety of random items, some of which are helpful, most are junk. The lower search probabilities, coupled by the sheer amount of things you could get in a search if even successful, fully discourages many players from sticking around. The only time a junkyard could even be considered a TRP is if it remains unmolested, and the fences are not cut open. To existing knowledge, no such junkyards exist anymore. As such, junkyards will never hold a permanent TRP status, unless a way of repairing them is developed.

The designation of TRP stems from the ATF and its use of the term to define logical means for eating humans and finding the best ways to ensure "everyone dies within the region." The strategy works well within the areas that it has seen use, as areas without constant access to the TRPs are forced to congregate in outer safehouses, wasting AP moving, while being constantly pushed further and further away from the TRPs. This eventually, in theory, leads to either survivors relocating to a new area, bringing in more meat, or staying dead, bringing in more zombies. It's a win-win solution for the thinking man's zombie. Implementation of this strategy is fairly useful when planning large scale raids on a full suburb.


Total Resources in Malton:

2 Forts
20 Malls
211 NTs 
227 Factories
238 Auto Repair Shops 
243 PDs 
245 Hospitals