Template talk:Kinch Heights Barricade Plan

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RESCUE DISCUSSION

Looks good for the most part, I've often thought Nevill should be EHB since the central area of the suburb is a frequent target. The nearby junkyard is just fine for an entry point. However, I do propose one change. St. Christopher's Church is 2 blocks north of Buttonville's Fort Building (NT) and 3N 1W of the Brazey NT as well. It would serve as a fine revive point for that inter-suburb area. --Cheese Knight 09:46, 5 July 2007 (BST)

I dislike the location of the proposed RESCUE point. It's very close to the carpark and cemetary, both of which are already revive points. It would be better to just leave the church VSB so that revivees have quick access inside. I'm not opposed to RESCUE, we just need a better location for it. --Pyrranha 17:52, 7 July 2007 (BST)

I think we'd be ceasing use of the cemetary in place of the church for this purpose. And as for better locations, do you have any suggestions? Same with entry points. EDIT: I forgot the timestamp! --Cheese Knight 19:50, 8 July 2007 (BST)
After reviewing the map, Rather Library would make for a good RESCUE point. That fact that it's immediately adjacent to the central hub of the suburb would be a huge boon for survivors. --Pyrranha 15:04, 9 July 2007 (BST)
I agree, it's not far from The Nevill Building. I was also thinking the Junkyard could work, since it's an entry point anyway, but the library would work just as well. I still stand by having St. Aloysius's and St. Cristopher's churches be used as RESCUE points. That covers a good portion of the area. --Cheese Knight 20:55, 11 July 2007 (BST)

On these notes, how necessary is it that a RESCUE point be a church? It's not as convenient as saying "all cemeteries are revive points" because the costs of maintaining a RESCUE point are much higher. It's not like churches can generally become RESCUE points. Perhaps we could consider the warehouse on the south border instead of St. Christopher's? --Kenny Matthews W! 06:24, 12 July 2007 (BST)

Actually the only reason I've been mentioning Churches so much is because it's part of the name. --Cheese Knight 09:21, 12 July 2007 (BST)

I really don't understand it. Maybe if it was sorted by subtopic rather than initial.--AlexanderRM 01:48, 22 July 2007 (BST)

Overbarricading kills

And this would kill all newbies. Plus those unlucky to get stuck outside with too few AP. -Certified=InsaneQuébécois 18:03, 7 July 2007 (BST)

Aside from a few more/different resource buildings being barricaded to EHB in that plan, it's not too much different from the current plan. A few more buildings could be reverted to VSB+2 with this new plan, if that would satisfy the talk of overbarricading. --Cheese Knight 20:02, 8 July 2007 (BST)
Being a member of Die Angriff-Maschine, I think they (and by they, I mean Kyrygvald) would have no problem lowering their HQ, Samways Walk Railway Station, to VSB for easier access to the central hub. Hendrich Towers would also do well as VSB, as well as St. Hubertus's Hospital, due to their close proximity to the central hub. Yes, it's all about the central hub. HUB I say. --Pyrranha 15:09, 9 July 2007 (BST)
even with freerunning, if you are low on AP, you are in big trouble. step outside without an entry point and ring the dinner bell. i understand and sympathize with the survivor need to barricade, but it is these types of plans and the individual's tendency to disregard such a plan that cause situations where people die needlessly. you do realize that people will come into the suburb, think they know better, and over barricade the few buildings that are open, right? that's how i nearly got killed in a green suburb. i am not trying to be sarcastic or argumentative, but i am giving you the perspective of a newbie. i have no idea what goes into defending an area, because i never have. but, the way things are in malton currently, i would never start a survivor character without free-running and consider construction to be an skill of little importance, except in a siege. i would strongly urge you to consider to make changes that are newb friendly, if not, you may want to consider taking the welcome badge off your wiki page. sorry, but unless it is meant as irony, it wouldn't be very accurate. --eugenie de franval 9:15, 10 July 2007 (PST)

Well, to be fair, underbarricading kills, too. Everyone would love an entire suburb of VSB buildings, but everyone would also love a survivor population of 100 000. Truth is, Kinch Heights is not very well populated and its distribution of resource buildings (and, buildings in general) is less than ideal. Just because a building is VSB doesn't mean it's safe for newbs to sleep in, and if we're talking about newbs with free running, then they should plan their entries and exits accordingly. Entry points are more likely to be unexpectedly overbarricaded if barricade plans are overly strict (too many VSB, I mean), and that kills everybody. If you compare this barricade plan to what is actually going on in Kinch Heights right now, you will find more VSB in the plan than in real life.

That said, this is a forum for discussion. By all means, the plan is meant to be dynamic. At the time of suggestion, for example, St. Hubertus and Luscombe were highly unstable, but both are better now. I don't think leaving Hendrich VSB improves the situation, however. Two adjacent buildings are already accessible under the plan.

P.S. I don't want to step on any toes and VSB anybody's hideout or HQ by accident. Please speak up if I have done so... --Kenny Matthews W! 06:19, 12 July 2007 (BST)


I do agree that more VSB building would be ideal, but the main issue is where we can put them. Central Kinch is the location of three crucial resource buildings, one of which is unique to the entire suburb, so the centre needs to be defended, particularly with the recent 30+ mob lurking about. As far as the central hub goes, I think the junkyard is sufficient in terms of an entry point, as it is one block away from each resource building.

In regards to opening other resource buildings, however... I recommend opening Hubertus as well, and pairing current VSB resource buildings (Sharman and Agathos) with safehouse of their own (Veysey and Ensor) so that low level characters can go somewhere nearby after stocking up. Instead of opening our one PD up to low-levels, perhaps we should consider directing them to the three that can be found in Dartside, and providing some more safehouses on the west side. I realise how unfriendly this makes Kinch sound, but considering that Milverton was powered, broken-into, purged, powered, broken-into, and etcetera multiple times today alone, keeping it reliably at VSB is not feasible. Anyway, that's my two cents on how we can make it lowbie friendly. --Ashley Thompson 06:49, 12 July 2007 (BST)

I think the one thing we can all agree on is that Milverton can't be left at VSB++. This hurts our newb-friendliness, but to be honest this isn't a newb-friendly suburb. Not to mention the MOB is currently one suburb away and today there were zombies in Milverton, Samways, and Nevill. Directing lowbies to other suburbs is probably our best bet (unless they have axes; YAY AXES) for now.
Whoops. Forgot to sign that last one. --Pyrranha 20:53, 16 July 2007 (BST)
Agreed. Though really, the most efficient way to gather XP in the early stages is to DNA Extract anyway, especially considering the mobs nearby... --Ashley Thompson 06:32, 17 July 2007 (BST)
If you want to discuss the barricade policy, discuss it on the barricade policy discussion page.--AlexanderRM 01:46, 22 July 2007 (BST)