User:Labla/Squatting tactics

From The Urban Dead Wiki
Jump to navigationJump to search

Squatting in the dark

This is badly written, more a draft than anything else. Inspirations come from different places: QSG open door policy, picnics, vampire tactics and so on. I would like to get some comments.

Usability of this is questionable, but could be used in funny manner.

Basics

Barricades favor survivors AP wise in conflict with zombies. Still they pose one problem - they require big amount of coordination and time to keep up. Typically few big breaches are enough to drain resources and AP on survivor side. Are barricades crucial to survivor tactics, is this one and the only one AP sink usable by survivors? Outside picnics can last very long without barricades. This is because survivors are concentrating mainly on reviving. Quote from Aichon:

"Well, fully-skilled zombies take an average of 35AP to make a kill against a 60HP survivor. Since Tangling Grasp is a pain to calculate accurately, let's just say it takes about 18AP to kill a survivor at 30HP. 18AP is, coincidentally, the exact same amount it takes to search for and use a syringe on average. Of course, you'll lose 2AP for having to stand twice (once as a zombie and again as a survivor), plus waste some more AP either searching in your likely-to-be-unlit NT or else travel to a lit one, plus even more on AP that goes to waste while waiting for a revive, so that pushes things to be even more of a zombie advantage, meaning that you'll need more survivors than zombies in order to break even (we'd have to make some assumptions about probabilities in order to get what the right number is)."

Difference isn't big, so survivors lose resources and AP slowly. More interesting thing can happen, when we take battle to unlit dark building. Banks/Clubs/Cinemas aren't good defending position (beside being used by PKers) when used in traditional way. Penalties from cade blocking (both from zeds and darkness) are so harsh, that keeping cades is almost impossible in long term (don't forget about body dumping, which is not possible in this case also).

No more cades

Lets forget about cades for moment. In dark building efficiency of zombie claws drops from 1.725 damage to 1.05 damage per action point. Instead of 35AP, it takes 57AP to kill a 60HP survivor (doesn't include feeding drag). It takes about 28AP to kill 30HP target. On other hand reviving cost rises only by 1AP (50% fail chance thanks to darkness). This pushes advantage into survivors hands.

More math

  • daily amount of average damage zombie can do: 48AP * 1.05dmg/AP = ~50dmg
  • cost of "regenerating" 50HP including searching: 2AP for standing up twice + 10AP for revive + 1AP for chance to fail + 8AP for syringe searching + 2AP for using two FAKs + 16AP for FAK searching (probably not accurate number) = 39AP (not much left, but includes searching costs)

Principles

So how this should look in practice?

  • Forget about cades, it doesn't matter if building is ruined.
  • Don't touch zombies - attacking zeds in dark is very ineffective. Combat revive isn't worth wasted AP - you would need to find dark building that is at least 7 blocks away from tall building (1AP to stand up + 7AP to travel to tall building + 1AP to enter building + 1AP to jump + 1AP to stand up + 7AP to get back + 1AP to enter building = 19AP / same as the cost of revive). I don't think it exist.
  • Forget about ammo - your inventory should be filled with FAKs and syringes (30 FAKs and 10 syringes in inventory isn't anything special).
  • Concentrate only on reviving using contact list. Deploying vampire tactics is advised - so there is always backup to get up and restart reviving cycle.
  • Survivors should heal themselves mostly, because in dark they won't see a HP of friends.
  • Main goal is to die often and drain horde AP this way.

This tactic should allow to draw horde in one place and hold it for long time. Same as siege tactic, but it isn't so time consuming. Other thing are reversed e.g. destroying generator is good, dying is good and so on. This should also help with rebuilding rest of the suburb.

Will it work? I'm not sure, but numbers look promising. Fort Armory is very tempting target to test it - something like picnic with chatter and all :-)

Other ideas

  • Creating "strike teams" can be useful for resupplying - X:00 used for installing generator and searching at the same time.
  • Change dark building from time to time - there is more than 750 dark buildings in Malton. Can be used to "direct" horde.