Talk:Wykewood/Archive

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Barricade Plan

Here is the Barricading plan for Wykewood. Feedback would be appreciated. The white squares are to be barricaded to EH+2. The squares with dots are to be barricaded to VS+2. The Skilliter Motel and the squares with diagonal lines are to be barricaded to EH+2. Wykewood UBP.png

Hi, I am Kabayashi of the Wykewood Strategic Recovery Unit. I would just like to leave a bit of a comment about the barricading plan that has been made so far. It is fair enough that we keep most resource Buildings up to VS, which is, in itself, a very wise thing. however, the problem comes from the over-barricading, (and in some case, underbarricading) of there buildings around it. Wykewood is mostly made of wide open spaces, and treking from one point to another costs a lot of AP. Many a wykewooder has died leaving their safehouse, and on their return, finding the building they were in maxed out to EH. Can I suggest a solution? That all buildings be kept at EH except for resource buildings, and a few buildings picked out. Its good to have EH buildings where people can hide in, but newbies have come in only to find either an EH building, or a non barricaded building. all of which have left them with no choice but to wander in the streets.

Also, If the only VS buildings are Resources, newbies are still screwed, as they tend to be a large target for zeds themselves.

There's only one Auto Repair in the burb; iirc, Auto Repair shops are the only good place to find fuel. New characters don't need to search for fuel, and generators do need the extra protection of heavy barricades. So I request that Chilcott Auto Repair [11, 78] be changed to heavy barricading, and that the Fursman Building [11, 79] be changed to a VS entry point. --Dan 02:07, 14 May 2006 (BST)

Also, The Skilliter Motel is our Phone Mast. We at the WyRSU are aiming to have this set up very soon but the building will need to be kept EH to stop zeds attacking the generator.

WarrenO 13:34, 11 Jan 2006 (GMT)

Wykewood Barricade plan updated

The Barricade plan has been updated. The white squares are to be barricaded to EH+2. The squares with dots are to be barricaded to VS+2. The Skilliter Motel and the squares with diagonal lines are to be barricaded to EH+2.

Revive points

Can anyone recommend an appropriate Revive point?--Zeke 03:41, 13 Jan 2006 (GMT)


How about St Egbert's Church? From there you can free run to a NecroTech building but it's far enough away from other important buildings to prevent too many Brain Rotters massing and causing casulties. I know the proximity to the phone mast could be a problem, but the primary issue with a revive point can it can be used for a staging ground to cause casualties. The Attack on Tompson Mall is a prime example.

WarrenO 22:00, 13 Jan 2006 (GMT)

I'm a big fan of St Ergberts church as well. a necrotech building is about 7e 1s of it and can be used for getting syringes. Plus most of the buildings around it are EH anyway, so they can keep keep it relatively safe. We just have to ensure that there is a VS building next to it for people just revived to run into.

druggeddwarf 14:31, 14 Jan 2006 (GMT)

Ok, St Julie's church has become the offical Revive point. We have Syringes there like nobody's business

Druggeddwarf 12:16, 1 Feb 2006 (GMT)


I suppose it will be better to create a revive point at a cemetery [17, 75] due to the sacred ground policy. Baklajanets 9:28, 29 Apr (GMT)