Talk:Danversbank Barricade Plan

From The Urban Dead Wiki
Jump to navigationJump to search

Old Discussion

This page exists to chronicle any discussion regarding the DBP.

Danversbank Brigands in an email exchange indicated that the current list of EH buildings might be a bit too long: "With all the EH buildings in the suicide protocol on EH (Thats 18 in total) I doubt theres going to be any need for more EH buildings, however the need for none-resource buildings/zombie targets for lower levels at Very strong barricades is great. Using your plan there will only be 12 VS non-resource buildings and thus new-player safe-houses compared to the 18 EH buildings. I just think there should be a better proportion of VS to EH buildings. "

Okrin's (HAM) reply -- Sounds pretty wise, especially as we have a fairly quiet suburb. In a week or two, HAM is going to try to do a census of the neighberhood. Basically, sweep across the whole place with all our members simultaneusly and get a count of who is living where and what the status of each building is. That should let us know what proportion of EH/VS is appropriate. It should probably be decreased, especially with the Suicide Prevention Protocols taking so many buildings out of circulation.

In the meantime, it seems that Phase I (opening up the resource buildings) is probably something that we all agree on and get started with. HAM doesn't have the capacity to construct lots of barricades at this point anyways, and opening up the local ammo supply seems to be a top priority. -Okrin 03:48, 30 March 2006 (BST)

Plan Update

Comments

Updated to reflect recent additions i.e. extra VSB+2 safe houses. Likely to be changed again, soonish. R33F3RM4N 23:54, 22 February 2007 (UTC)

In light of the recent siege, during which many of the residents fled in a most cowardly fashion, the plan has been revised yet again. Danversbank is not a suburb for the weak of heart. If you don't want to help, and if you can't handle a little adversity, get the fuck out. --Paddy Dignam 20:09, 3 March 2007 (UTC)

The current emergency setup is up for discussion so if you're a Danversbank resident GET INVOLVED FERCHRISSAKES! We need to sort out the levels for the TRPs and provisions of VSB+2 / EHB safe houses. We're coming down into two camps, those who quite rightly say that barricading everything to the max is the safest, and those who would prefer to see accessible resources. WE NEED YOUR INPUT! R33F3RM4N 23:11, 7 March 2007 (UTC)

Both plans are consistent, and look like something we could handle. Paddy's additions to the plan wouldn't adversely affect the scenario in any ways. And as we already discussed, the more VSB buildings we have, theoretically, the population should be more spread out, and VSB cades are less labor-intensive to mantain as well. And I think that as soon as we sort out our revives, we should follow the plans of knocking down the PD cades. The numbers at the cemetery are dwindling steadily and soon we can apply those resources spent on the revivification towards enforcing these barricades. Mekarin 11:48, 09 March 2007 (UTC)

Looks pretty good to me. Next time I visit I'll do my best to keep things solid. I think that Sleway Row PD needs to go to EHB almost immediately in a siege-situation; it stinks that newbs don't get ammo, but Sleway is traditionally the stronghold of resistance for the suburb (despite being so far from the NT building...) and its proximity to the hospitals and plenty of distributed safe-houses makes it a decent stronghold in a siege. Right now Wyke Hills is a huge mess so I'm doing my best to help over there. -Okrin 04:21, 21 March 2007 (UTC)

A Winner! The New All Star Barricade Plan (probably...)

Basically Paddy's with one additional VSB+2 entry point at the Panter Building for when Voss Lane PD is at EHB. Let's get on with implementing it. R33F3RM4N 11:51, 19 March 2007 (UTC)


Danversbank Barricade Plan
70 71 72 73 74 75 76 77 78 79
90 PD
91 NT
92 FS Hosp RP FS
93 FS FS Ware Cin Arms
94 Arms Chu Sch Junk
95 Rway Rway
96 Hosp Mus Mus PD Bank
97 Cin Chu RP Hosp Mus Cin Sch
98 Cin Hot Junk Junk
99 Mus Hot


Legend
Unenterable Buildings
Extremely Heavily Barricaded Phone Mast
Enterable Buildings
Auto Shop Fire Station
Hospital NecroTech
Police Department School
Other VSB Buildings Unbarricaded Buildings
Other Locations
Street Monument
Cemetery Revivification Point


Emergency Barricade Plan

A modified version of the standard plan, to be used in times of crisis. Essentially it will involve taking the resource buildings up to EHB as required. This should only occur when a large organized horde is in the area. Radio broadcasts on 26.90 and tagging will be used to advertise emergency status.

In an absolute worst-case scenario all junkyards, schools, churches and fire stations (with one exception for each of the churches and firestations) should remain as entry points. Although if things get that bad the attacking zeds will probably be creating their own entry points... R33F3RM4N 12:05, 19 March 2007 (UTC)


Danversbank Barricade Plan
70 71 72 73 74 75 76 77 78 79
90 PD
91 NT
92 FS Hosp RP FS
93 FS FS Ware Cin Arms
94 Arms Chu Sch Junk
95 Rway Rway
96 Hosp Mus Mus PD Bank
97 Cin Chu RP Hosp Mus Cin Sch
98 Cin Hot Junk Junk
99 Mus Hot


Legend
Unenterable Buildings
Extremely Heavily Barricaded Phone Mast
Enterable Buildings
Auto Shop Fire Station
Hospital NecroTech
Police Department School
Other VSB Buildings Unbarricaded Buildings
Other Locations
Street Monument
Cemetery Revivification Point

Suggested Plan #1 From R33F3RM4N Of The DRRP

Summary

All churches are designated VSB+2. Hospitals, fire stations, cinemas, railway stations and junkyards are designated VSB+2 with the exception that one of each is designated EHB. 16 out of 49 buildings will be VSB+2.

Within reason all resource buildings may be barricaded to EHB at the discretion of the occupants. The Standfast Arms remains the EHB spiritual home of the DRRP. Kilingback Cinema remains the EHB home for Die Angriff-Maschine. Voss Lane PD remains the primary survivor stronghold in South Central Danversbank.

Reasoning

Safe Houses - This provides a good number of safe houses of mixed type for those without Free Running.

Entry Points - There are now multiple entry points within 2 spaces of each Tactical Resource Point (TRP). In the event that a resource building has to be barricaded higher than VSB+2, it will still be easy to gain access and avoid having to sleep in the streets.

Emergencies - This plan takes account of the occasional need to raise barricade levels at hotspots such as Voss Lane PD.

Potential Problems

(1) As always, Knyaston Building NT and Sleway Row PD represent a major problem. Logically Sleway Row PD should be the VSB+2 entry point for Knyaston NT. In the event that Sleway Row PD must be barricaded beyond VSB+2, the nearest viable entry point is the Tyack Building.

(2) The Danversbank Brigands were seen to have claimed St Lucius's Church as their HQ until the recent zed invasion. On this plan the church is designated VSB+2 and it would be reasonable to assume they'd want to barricade their HQ to higher than VSB+2 levels. Perhaps they could relocate? Churches have no doors and are therefore less secure than, say schools such as Twill Alley School. If a move is not possible then the plan would have to have St Lucius's Church at EHB and Twill Alley School at VSB+2.

(3) Additional comments should be placed in the comments section above and made to follow the correct chronology. -- R33F3RM4N 17:47, 8 March 2007 (UTC)


Danversbank Barricade Plan
70 71 72 73 74 75 76 77 78 79
90 PD
91 NT
92 FS Hosp FS
93 FS FS Ware Cin Arms
94 Arms Chu Sch Junk
95 Rway Rway
96 Hosp Mus Mus PD Bank
97 Cin Chu Hosp Mus Cin Sch
98 Cin Hot Junk Junk
99 Mus Hot


Legend
Unenterable Buildings
Extremely Heavily Barricaded Phone Mast
Enterable Buildings
Auto Shop Fire Station
Hospital NecroTech
Police Department School
Other VSB Buildings Unbarricaded Buildings
Other Locations
Street Monument
Cemetery Revivification Point


Suggested Plan #2 Paddy Dignam's Kinder, Gentler Barricade Plan (PDKGBP)

As you can see from my comments up top, I was not impressed by the survivor response to our very first full-blown siege. It caused me much emotional distress to see virtually an entire population, for whom we had taken great pains to protect and serve, run squealing into the night like Shaggy and Scooby. However, I’ve had some time to cool down and think rationally about the situation. I’ve had a few drinks, kicked the cat around the room, and I’m no longer 248% encumbered. Apparently hauling 5 transmitters, 3 generators and 8 firearms (to name but a few items) was causing me a wee bit of stress.

Obviously this is very similar to R33F’s plan. I made all junkyards entry points for two reasons: (1) They don’t make optimal safehouses because they don’t have doors, thus eliminating a step for attacking zeds; and (2) making them all VS+2 makes it consistent and easy to remember. You don’t have to remember which junkyards are entry points because they’re all entry points.

I think Sleway Row PD and Voss Lane PD should eventually both be VS+2, although I suggest we wait a little bit before making the change. Things are still too hot. I also think we should be flexible with the cades here, so that if we’re confronted with medium to large zed numbers we can raise the levels to EHB. I suggest keeping the Poulet Museum as an entry point to Voss for this reason and also in case griefers or overeager survivors overbarricade. Alternate entry point to Sleway under these circumstances (as mentioned in R33F's comments) would be the Tyack Building.

If we keep both schools in the burb at VS+2 we’ll conform to the UBP. Not that I feel obligated to conform to the UBP, but since there’s no big reason not to I think it’s a good move. As for the Brigands, they will be removed from the Danversbank active groups list unless I hear from them very quickly. I left a message on their talk page.

While it’s true that most suburbs have many more entry points (Scarletwood has 26), it’s also true that we don’t have the population of other suburbs and never will. Danversbank is a pretty hell with few resources and lots of dark corners from which evil lurks. Isn’t that why we love it? --Paddy Dignam 06:08, 9 March 2007 (UTC)


Danversbank Barricade Plan
70 71 72 73 74 75 76 77 78 79
90 PD
91 NT
92 FS Hosp RP FS
93 FS FS Ware Cin Arms
94 Arms Chu Sch Junk
95 Rway Rway
96 Hosp Mus Mus PD Bank
97 Cin Chu RP Hosp Mus Cin Sch
98 Cin Hot Junk Junk
99 Mus Hot


Legend
Unenterable Buildings
Extremely Heavily Barricaded Phone Mast
Enterable Buildings
Auto Shop Fire Station
Hospital NecroTech
Police Department School
Other VSB Buildings Unbarricaded Buildings
Other Locations
Street Monument
Cemetery Revivification Point


Reference - Current Barricade Plan

For reference here is the current Provisional Danversbank Barricade Plan:


Danversbank Barricade Plan
70 71 72 73 74 75 76 77 78 79
90 PD
91 NT
92 FS Hosp FS
93 FS FS Ware Cin Arms
94 Arms Chu Sch Junk
95 Rway Rway
96 Hosp Mus Mus PD Bank
97 Cin Chu Hosp Mus Cin Sch
98 Cin Hot Junk Junk
99 Mus Hot


Legend
Unenterable Buildings
Extremely Heavily Barricaded Phone Mast
Enterable Buildings
Auto Shop Fire Station
Hospital NecroTech
Police Department School
Other VSB Buildings Unbarricaded Buildings
Other Locations
Street Monument
Cemetery Revivification Point

Minor Change

I made the Durie Museum an entry point and changed Kirkland Cinema to EHB. The DBP was created before the implementation of dark buildings, which we feel are easier to maintain at EHB. --Paddy DignamIS DEAD 00:17, 10 February 2011 (UTC)