Tactical Resource Point: Difference between revisions

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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:
Also known as TRPs, a '''tactical resource point''' is defined as any building that is frequently searched by survivors for a certain resource, ''with a higher successful search probability than in other buildings that may hold the same resource''. Currently, only the following hold status as TRPs:
*[[Auto Repair Shops]] (source of [[Useful Items#Fuel Can|fuel cans]] & [[Useful_Items#Spray_Can|spray cans]])
*[[Factories]]
*[[Building_Types#Forts|Forts]]
*[[Building_Types#Forts|Forts]]
*[[Hospitals]]
*[[Malls]]
*[[Malls]]
*[[NecroTech Buildings]]
*[[NecroTech Buildings]]
*[[Factories]]
*[[Auto Repair Shops]]
*[[Police Departments]]
*[[Police Departments]]
*[[Hospitals]]


A cluster of TRPs is a [[Tactical Resource Zone|TRZ]].
A cluster of TRPs is a [[Tactical Resource Zone|TRZ]].


===Total TRPs in Malton===
===Total TRPs in Malton===
238 Auto Repair Shops
227 Factories
  2 Forts
  2 Forts
245 Hospitals
  20 Malls
  20 Malls
  211 NTs
  211 NecroTech Buildings
227 Factories
  243 Police Departments
238 Auto Repair Shops
  243 PDs
245 Hospitals


===Didn't make the list===
===Didn't make the list===

Revision as of 16:30, 13 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, with a higher successful search probability than in other buildings that may hold the same resource. Currently, only the following hold status as TRPs:

A cluster of TRPs is a TRZ.

Total TRPs in Malton

238 Auto Repair Shops 
227 Factories
2 Forts
245 Hospitals
20 Malls
211 NecroTech Buildings
243 Police Departments

Didn't make the list

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.

Origins of the term

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.