Talk:Pitneybank Barricade Plan

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Proposed Barricade Plan

If there's a published barricade plan for this suburb, I cannot find it. I therefore propose the following plan. From what I can see, it closely mirrors what's actually happening on the ground. I welcome any input from interested survivors and local groups. -- Atticus Rex mfu pif Δ 04:09, 17 June 2007 (BST)

Moved to Pitneybank Barricade Plan.

Comments on proposed plan

Further to my previouse post now the fire station and police station have been over barricaded leaving me and others stranded wilst munched on by zombies. —The preceding unsigned comment was added by Phantom PF (talkcontribs) 08:07, August 31, 2007.

Please read my response below. Again, it's not the plan's fault if a building gets overbarricaded; it's the fault of people who don't look at the plan (or do, and don't care). -- Atticus Rex mfu pif Δ 18:34, 31 August 2007 (BST)

Problems for newbies: As a new player I cant get access to any buildings to get FAK both hospitals, the mall and the fort are all unaccessable without freerunning and in trying to get it i have to fight zombies. The same goes for the suburbs around pitneybank."Phantom PF" —The preceding unsigned comment was added by Phantom PF (talkcontribs) 08:07, August 30, 2007.

Overbarricading is a problem. One of the reaosns for a BPO is to tell people which buildings should be left enterable for newbies. On the plan, Pitneybank's one hospital is supposed to be left at VSB unless under frequent attack. If that's what's going on, then the hospital won't be a very good place to stock up in any event. But if the hospital is safe and just being overbarricaded, there isn't much that can be done except pulling the cades down.
The fort and the mall are going to be inaccessible without free running, and the mall likely won't be much use to you until you have the shopping skills. -- Atticus Rex mfu pif Δ 22:26, 30 August 2007 (BST)

junkyard next to Farmer building is an entry point and Farmer itself is EHB; also the Schonlau Motel is usually made an entry point as St Benedict's hospital often goes under seige and is then raised to EHB also I'm not sure that Lavor Alley School is VSB. —The preceding unsigned comment was added by BigJD (talkcontribs) at an unknown time.

Thanks for the suggestions; between the two of us, I think all those changes are in there now. I'm not sure about having both suburb NTs at EHB, though. What do you think about bringing Morrish down to VSB and maybe cading up one of the auto repairs next to it? -- Atticus Rex mfu pif Δ 18:13, 17 June 2007 (BST)
EDIT: Withdrawn. I see on further research that that debate's already been rejectified. -- Atticus Rex mfu pif Δ 19:29, 17 June 2007 (BST)

I'm told there is a request to make the library at [81,46] an entry point rather than the junkyard at [81,47], to make entry easier for revivers working the cemetery -- it's slightly more AP-efficient, saving the reviver 1-2 AP each run. It runs contrary to what's being done at the moment, though. Comments? -- Atticus Rex mfu pif Δ 00:17, 18 June 2007 (BST)

Ello. I think Billet Road Fire Station is better to be an unenterable building, there are 2 other entry points in that "2 AP area". And Boxall Road Fire Station can be EHB too. We don't need to persist the UBP. -- /// goebiTalkHelp/LFS/SR/NT/MWP /// 16:48, 20 June 2007 (BST)
No argument that there are a lot of enterable buildings in that part of town, but I'm pretty well opposed to a suggestion to make both of the suburb's FDs inaccessible to the new players who need fire stations the most. Or either of them, for that matter. Fire stations are neither TRPs nor safehouses; I can't think of a single good reason to cade them up. -- Atticus Rex mfu pif Δ 08:09, 1 July 2007 (BST)

I like the idea but I believe that we need more VS places and entry points for survivors. B0ba Fett 17:20, 5 August 2007 (BST)

Another proposal

  • This Is another barricade plan that I made personally.But it's not Completely done.--Jackass Alex 17:41, 17 June 2007 (BST)
Pitneybank Barricade Plan
80 81 82 83 84 85 86 87 88 89
40
41 FS PD GM GM
42 GM GM
43 NT
44 FS PD
45
46 NT PM
47 FC H
48 FC
49 FC
The Executioners


Extremely Heavily Barricaded
Very Strongly Barricaded
Open Space


Thanks for the input, JA. The biggest problem I see is the lack of entry points in the SW corner of the suburb, especially since that part of town is completely cut off from the rest of Pitneybank by a 3-4 block swath of street. Then there's the ratio of entry points to EHB all throughout, far too low to be UBP-compliant; my proposed plan, for example, provides for 15 EPs to 31 EHBs. -- Atticus Rex mfu pif Δ 18:13, 17 June 2007 (BST)
There is only one hospital in Pitneybank, and I'm sure a lot of us low-level non-Free-Running survivors would like to find some first aid kits there. Can we make sure we have an accessible hospital in the final plan, or a pointer to one? Evan Cord 23:29, 22 June 2007 (BST)
The plan on the article page has Pitneybank's sole hospital at VSB. -- Atticus Rex mfu pif Δ 20:17, 5 August 2007 (BST)

Overcading Problem at Fort Creedy

Several times I've found I cannot get back into the fort after leaving it, and have very few AP left. The closest accessible building with the current plan is the Schonlau Motel. which from standing at the gatehouse is 5 AP away. Opening up the Hunter Building should be considered, as it is not an NT building, and is only 2 AP from the gatehouse. Zokunen 05:53, 24 September 2007 (BST)

Overcading across Pitneybank seems to be a problem this is probally because of the high numbers of survivers in and around the fort and mall and either jumpy people or people who dont frequent the wiki or read the barricade plans. I'm wondering if factoring in 2 ruined buildings into our barricade plan would help one linked (via free running lanes)to for creedy and one to the mall, my surgestion would be the Schonlau Motel and the Heeks Motel. If they had their barricades totaly removed and were left to be runied, it would give a perminant way to enter and leave both the main areas. This wouldnt deal completely with the jumpy people and people who dont read the plans however it would mean people dont 'live' in the entrances so will be less likley to get jumpy and over barricade them and if somone dose repair them and start to rebarricade them it will take time and so will either put people off or give people time to deal with the problem before the building gets to EHB.--Phantom PF 14:46, 4 October 2007 (BST)

Zombie Barricade Plan

I have added a zombie barricade plan, to help zombies know how low they should remove barricades, I believe this complys with the suburbs NPOV status. Feel free to edit it to make the page more attractive, my wiki knowledge is very limited.--Thekooks 12:59, 20 October 2007 (BST)

that made me laugh --Jaydig 20:53, 18 June 2008 (BST)

East Side Warehouse EP vs. Factory? (12/29/07)

I'd like to have a way to run between Starlington and the Mall that involves the least amount of time outside on the streets. This Barricade Plan currently lists the warrhouse [89.43] as EHB and the factory [89,44] as VSB. However, the factory is actually EHB and the warehouse is actually VSB today. I'd like the plan to match how they are actually being used now. The factory is more crucial to Starlingtown than the warehouse. There is another warehouse right next to it.

Cabbell Lane School [89, 47] is shown as an EP too, but that has not been at VSB. I'd like it to stay as VSB in the plan. Starlingtown's Barricade Plan and the adjacent areas seems to have been ignored, but I am trying to update it and make it something workable with the reality of the conditions in the suburb. -- Mike Thriller 00:44, 29 December 2007 (UTC)

Adjusting the Western most entry point

The Junkyard and adjacent Davenport Cinema have been EHB and VSB respectively on paper but I've seen that on the ground the two have been switched. The junkyard has even been marked as an entry point, and the Cinema EHB in Darkness. I'm considering adjusting the official plan to line up with how the natives have it since it gives Peppardville an entry point, and allows a hard to defend dark building to be kept at EHB.

I also guess that the church could be made VSB instead to give anyone revived at the cemetery an entry point but the junkyard seems fitting since it is unruinable, and already an EP. -- JD 03:38, 31 August 2011 (BST)