Tactical Resource Point: Difference between revisions

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<p>&nbsp;A '''''T'''actical '''R'''esource '''P'''oint'', or '''TRP''', are [[Buildings|building type]] that are frequently [[Search|searched]] for certain [[items]] with a significantly higher successful search probability than in other buildings that may hold the same item and frequently serve as [[Spawning|Spawn Points]] for newly created characters. As such [[Repair|maintaining]] or [[Ransack|destroying]] these buildings are considered essential to determining the [[Suburb#Danger_Map_of_Malton_Suburbs|Danger Level]] in reports as they directly reflect the livability and defense-ability  of an area. There are currently 7 generally accepted [[Tactical Resource Point]] types in game.</p>
<div style='float:right;'>
<h3 style='text-align:Justify;'>'''Total TRPs in Malton'''</h3>
<div style='background:#FbFbFb; border:1px solid #AAA; border-spacing:0; padding:0 1ex;'><br />'''238''' [[Auto Repair Shops|<span style='float:right; color:#CCC;'>'''Auto Repair Shops'''</span>]]<br />'''227''' [[Factories|<span style='float:right; color:#AAA;'>'''Factories'''</span>]]<br />'''2'''  [[Forts|<span style='float:right; color:#888;'>'''Forts'''</span>]]<br />'''245''' [[Hospitals|<span style='float:right; color:#F99;'>'''Hospitals'''</span>]]<br />'''20'''  [[Malls|<span style='float:right; color:#191;'>'''Malls'''</span>]]<br />'''211''' [[NecroTech Buildings|<span style='float:right; color:#AAD;'>'''NecroTech Buildings'''</span>]]<br />'''243''' [[Police Departments|<span style='float:right; color:#DDF;'>'''Police Departments'''</span>]]<br />'''2'''  [[Power Stations|<span style='float:right;color:#AAA;'>'''Power Stations'''</span>]]</div></div>
 


A '''tactical resource point''' (abbreviated '''TRP''') is any building that is frequently searched by survivors for a certain resource, ''often with a higher successful search probability than in other buildings that may hold the same resource''. Currently, only the following building types hold status as TRPs:
*'''[[Auto Repair Shops]]''' (as a source of [[Useful Items#Fuel Can|fuel cans]] &amp; [[Useful_Items#Spray_Can|spray cans]])
*'''[[Auto Repair Shops]]''' (as a source of [[Useful Items#Fuel Can|fuel cans]] &amp; [[Useful_Items#Spray_Can|spray cans]])
*'''[[Factories]]''' (as a source of [[Useful Items#Fuel Can|fuel cans]] &amp; [[Useful_Items#Portable_Generator|portable generators]])
*'''[[Factories]]''' (as a source of [[Useful Items#Fuel Can|fuel cans]] &amp; [[Useful_Items#Portable_Generator|portable generators]])
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*'''[[Power Stations]]''' (as a source of [[Useful Items#Fuel Can|fuel cans]] &amp; [[Useful_Items#Portable_Generator|portable generators]])
*'''[[Power Stations]]''' (as a source of [[Useful Items#Fuel Can|fuel cans]] &amp; [[Useful_Items#Portable_Generator|portable generators]])


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


===Total TRPs in Malton===
===Secondary Resource Points===
*238 Auto Repair Shops
&nbsp;Some buildings contain valuable resources but are not considered valuable enough to be classified as [[Tactical Resource Points]], these buildings can still serve as [[Spawning|Spawn Points]] and may have an impact on a [[Suburb]]s livability:
*227 Factories
 
*2 Forts
 
*245 Hospitals
<table width='80%' align='center'>
*20 Malls
<tr ><td width='120px'>[[Fire Stations|'''Fire Departments''']]</td><td>&nbsp;Are a [[Spawning|Spawn Point]] with many diverse items including [[Radios]], [[Fire Axe]]s, and [[Flare Gun]]s. In years previous both [[Generators]] and [[Wirecutters]] were also [[Search_Odds/Fire_Department_Data|searchable]] in Fire Stations but both have been removed. </td></tr>
*211 NecroTech Buildings
*243 Police Departments
*2 Power Stations


===Didn't make the list===
<tr><td width='120px' >[[Junkyards|'''Junkyards''']]</td> <td>&nbsp;Are a [[Search_Odds/Junkyard_Data|veritable potpourri]] of valuable items but are not easily defensible resource points. Once upon a time the fences were sealed and [[Wirecutters]] were required to get inside a Junkyard, all the gates have long since been cut and [[Wirecutters]] are no longer searchable. While they can, rarely, serve as [[Spawning|Spawn Points]] and are [[Ransack| indestructible]] Junkyards are known for low search rates and seemingly random items making them unreliable for gathering needed items. </td></tr>
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 continuously search for resources. You only need one [[fire axe]], after all.
*[[Junkyards]] also did not receive TRP designation on the basis that, despite being able to get a variety of random items, some of which are helpful, most items found are junk. The lower search probabilities, coupled with the sheer amount of things you could get in even a successful search, 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, and such junkyards no longer exist. Therefore, junkyards will never hold a permanent TRP status, unless a way of repairing them is developed.


</table>
===Etymology===
===Etymology===
The designation 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 [[Action Points|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.
&nbsp;The designation [[Tactical Resource Point]] stems from the former [[zombie]] group [[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 Tactical Resource Points are forced to congregate in distant [[safehouses]], wasting [[Action Points|AP]] moving to and from resource points and raising the cost of replenishing items used in defending against the [[Zombie Horde]]. This dynamic often makes Tactical Resource Points the most fought over buildings in [[Malton]] and it's various [[Suburbs]].
 
====Tactical Resource Zones====
[[Image:SWresources.PNG|right|300px|An Example of TRZ's in the South West corner of [[Malton]]]]
&nbsp;A '''Tactical Resource Zone''', or TRZ, is an area containing multiple [[Tactical Resource Point]]s. The phrase is not applied to areas around [[Malls]] as malls themselves are as resource heavy as a '''Tactical Resource Zone''', though they are commonly surrounded by Tactical Resource Points and secondary resource points. In practice, a '''Tactical Resource Zone''' consists of a few blocks encompassing some central point with a very high density of resource points, particularly Tactical Resource Points. When developing group strategies it is advised that Tactical Resource Zones be heavily considered as targets due to they [[wikipedia:force multiplier|force multiplication]] effects on group play.
 
 
&nbsp;There are various methods of rating the values of a particular Tactical Resource Zone that differ from group to group but most agree on the essential requirement of [[NecroTech Buildings]] and some reliable source of [[Ammo]] for truly valuable resource zones and that redundancy is extremely helpful. Most [[mall]] or [[suburb]] [[Tactics|Siege strategies]] center around the assault on Tactical Resource Points with a heavy emphasis on the targeting of [[NecroTech Buildings]]. So much so that it's a prominent part of two of the most frequently read strategy outlines in the game's history the [[Mall_Offense_Manifesto#Target_selection|Mall Offense Manifesto]] and the [[Guides:The_Mall_Defence_Manifesto#Buildings_-_what.27s_important_and_what.27s_not.|Mall Defence Manifesto]] in addition to countless others.
 
 
==Tactical Resource Points in Malton==
&nbsp;The following is a map outlining the locations of all of the tactical resource points in the game map. It is currently a work in progress pending some stylistic changes for easier viewing but does provide a link to each location as you click on them. It is by no means the only such resource just currently the only one showing all Tactical Resource Points. Each [[Suburb]] will contain a suburb level map of these resources and there are maps available that also track danger levels for [[Mall_Status_Map|malls]] and [[NT_Status_Map|NecroTech Buildings]].


Implementation of this strategy is fairly useful when planning large scale raids on a full suburb.


==TRP Map==
{{Malton TRP Map}}
{{Malton TRP Map}}



Revision as of 06:06, 16 September 2012

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 A Tactical Resource Point, or TRP, are building type that are frequently searched for certain items with a significantly higher successful search probability than in other buildings that may hold the same item and frequently serve as Spawn Points for newly created characters. As such maintaining or destroying these buildings are considered essential to determining the Danger Level in reports as they directly reflect the livability and defense-ability of an area. There are currently 7 generally accepted Tactical Resource Point types in game.



Secondary Resource Points

 Some buildings contain valuable resources but are not considered valuable enough to be classified as Tactical Resource Points, these buildings can still serve as Spawn Points and may have an impact on a Suburbs livability:


Fire Departments Are a Spawn Point with many diverse items including Radios, Fire Axes, and Flare Guns. In years previous both Generators and Wirecutters were also searchable in Fire Stations but both have been removed.
Junkyards  Are a veritable potpourri of valuable items but are not easily defensible resource points. Once upon a time the fences were sealed and Wirecutters were required to get inside a Junkyard, all the gates have long since been cut and Wirecutters are no longer searchable. While they can, rarely, serve as Spawn Points and are indestructible Junkyards are known for low search rates and seemingly random items making them unreliable for gathering needed items.

Etymology

 The designation Tactical Resource Point stems from the former zombie group 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 Tactical Resource Points are forced to congregate in distant safehouses, wasting AP moving to and from resource points and raising the cost of replenishing items used in defending against the Zombie Horde. This dynamic often makes Tactical Resource Points the most fought over buildings in Malton and it's various Suburbs.

Tactical Resource Zones

An Example of TRZ's in the South West corner of Malton

 A Tactical Resource Zone, or TRZ, is an area containing multiple Tactical Resource Points. The phrase is not applied to areas around Malls as malls themselves are as resource heavy as a Tactical Resource Zone, though they are commonly surrounded by Tactical Resource Points and secondary resource points. In practice, a Tactical Resource Zone consists of a few blocks encompassing some central point with a very high density of resource points, particularly Tactical Resource Points. When developing group strategies it is advised that Tactical Resource Zones be heavily considered as targets due to they force multiplication effects on group play.


 There are various methods of rating the values of a particular Tactical Resource Zone that differ from group to group but most agree on the essential requirement of NecroTech Buildings and some reliable source of Ammo for truly valuable resource zones and that redundancy is extremely helpful. Most mall or suburb Siege strategies center around the assault on Tactical Resource Points with a heavy emphasis on the targeting of NecroTech Buildings. So much so that it's a prominent part of two of the most frequently read strategy outlines in the game's history the Mall Offense Manifesto and the Mall Defence Manifesto in addition to countless others.


Tactical Resource Points in Malton

 The following is a map outlining the locations of all of the tactical resource points in the game map. It is currently a work in progress pending some stylistic changes for easier viewing but does provide a link to each location as you click on them. It is by no means the only such resource just currently the only one showing all Tactical Resource Points. Each Suburb will contain a suburb level map of these resources and there are maps available that also track danger levels for malls and NecroTech Buildings.


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LEGEND
Streets and other empty blocks.
The Free Running Network
X Auto Repair Shops
X Factories
X Forts
X Hospitals
X Malls
X NecroTech Buildings
X Police Departments
X Power Stations