Talk:Prison tactics
Possible Fatal Flaw?
Umm one problem, couldn't the zombie simply just walk to the next square over to leave? (the roleplay equivalent of a zombie lurching to the top of a building and falling over the side.) And also going through the hassle of finding a genny and fuel to just leave for a zed to destroy seem like such a mighty large waste of resources on just one zombie. - JD 22:55, 5 June 2007 (BST)
- P.S. hey, hasn't my Feral Undead charecter eaten you a few times?
That's a good point.. i haven't tried that before! last time i tried you couldn't just leap off to the next square... but i shall investigate! & as for your character...most probably! --Kaisuke 20:14, 9 June 2007 (BST)
- Any player, whether zombie or human, can leave any building at any time. It is impossible to get trapped inside. Simply click on any adjacent square to leave a building. --Abi79 AB 12:19, 13 June 2007 (BST)
- he got that here Noc 04:59, 17 June 2007 (BST)
- Exactly, meaning this tactic...is a total and complete failure! --EMAG TRESNI 21:53, 30 June 2007 (BST)
- he got that here Noc 04:59, 17 June 2007 (BST)
- Any player, whether zombie or human, can leave any building at any time. It is impossible to get trapped inside. Simply click on any adjacent square to leave a building. --Abi79 AB 12:19, 13 June 2007 (BST)
Yay for failure! --Kaisuke 22:27, 5 July 2007 (BST)
Waste of AP and effort. Plus if it's a tall building, the zeds could jump out. Or leave to the next adjacent building. --Ducis DuxSlothTalk 08:46, 6 July 2007 (BST)
Couldn't you just keep them busy outside by barricade-strafing the building instead? You know, keep the zeds fixed on the building as a target rather than a prison? More of a... bait? --Secruss 04:19, 1 August 2007 (BST)
Actually this could work in two very specific complexes in Malton, both of which would be extremely hard to hold and neither of which are in overly convenient locations for this to work for more than a small handful of suburbs. Needless to say as written the tactic is useless, but with a few changes it could be a very good choice from time to time if done right.--Karekmaps?! 10:33, 1 August 2007 (BST)
This could maybe work at forts. If you barricade the fort's gatehouse heavily, survivors can't escape, not even by moving to the next square. I assume it's the same for zombies, which would mean you could trap them inside the fort. Trouble is, you'd be trapped inside too. -- T 08:39, 15 August 2007 (BST)
- Wrong actually, although it may be true for zombies. Survivors can free run out of forts, just not into them.--Karekmaps?! 09:20, 15 August 2007 (BST)
- No, it's true, survivors can't freerun out when the forts are heavily barricaded - I know because it caught me out today. -- T 12:25, 15 August 2007 (BST)
- Survivors can free run out of the Gatehouse, not the rest of the fort.--Karekmaps?! 12:29, 15 August 2007 (BST)
- Not when it's heavily barricaded - try it yourself. It surprised me. -- T 12:43, 15 August 2007 (BST)
- The page should be edited to not that it only will work at forts. BoboTalkClown 23:43, 24 August 2007 (BST)
- Not when it's heavily barricaded - try it yourself. It surprised me. -- T 12:43, 15 August 2007 (BST)
- Survivors can free run out of the Gatehouse, not the rest of the fort.--Karekmaps?! 12:29, 15 August 2007 (BST)
- No, it's true, survivors can't freerun out when the forts are heavily barricaded - I know because it caught me out today. -- T 12:25, 15 August 2007 (BST)
Fucking genius 21:31, 14 July 2010 (BST)