Guides:Ghost Town Reclamation: Difference between revisions
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You'll probably get eaten. Again. Doesn't matter at all, just go and get revived and repeat again until all buildings discovered to be empty have their repair costs reset. At this point you've probably got the profiles of most of the zombies about. If you enter a building and its got a contact listed zombie inside, you can always combat revive him to remove him | You'll probably get eaten. Again. Doesn't matter at all, just go and get revived and repeat again until all buildings discovered to be empty have their repair costs reset. At this point you've probably got the profiles of most of the zombies about. If you enter a building and its got a contact listed zombie inside without [[brain rot]], you can always combat revive him to remove him whilst you repair the building. What could go wrong? You're probably going to be dead anyway.... | ||
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Revision as of 17:30, 7 March 2010
Ghost Towns?
A ghost town is an area with little survivor or zombie presence. Normally they occur when a large zombie horde has destroyed an area and no one has tried to reclaim it. As the horde move on they normally leave a cloud of ferals in their wake. But even feral zombies tend to shamble on after a couple of days when they realise there is no more meat.
Now believe it or not, they are among the easiest places for survivors to thrive. Here's a rough guide on how to do it.
So here's a pretend suburb.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital | Building | Walk | Park | Avenue | Auto Repair | |
72 | Monument | Plaza | Club | Railway Station | Street | Church | |
73 | Cinema | Hotel | Hospital | Fire Station | Bank | Road | |
74 | Plaza | factory | Building | junkyard | Place | wasteland | |
75 | Fire Station | warehouse | NT Building | Building | Police Department | Place | |
Phase 1. Scouting
The First Thing you have to do is scouting. A single survivor who knows how to hide in plain sight could scout an entire suburb in a couple of days. You don't even have to be alive. Remember, if you want to discover the rough AP cost of repairing a building whilst a zombie, you can look at its internal description. You can even formalise your scouting on a wiki map like this one of Eastonwood. So lets say you've done that, as below.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital Ruined 18ap 2 zombies |
Building Ruined 24ap |
Walk | Park | Avenue | Auto Repair Ruined 37ap |
|
72 | Monument | Plaza | Club Ruined 1 zombie |
Railway Station Ruined 36ap |
Street | Church Ruined 34ap |
|
73 | Cinema Ruined |
Hotel Ruined 40ap 1 zombie |
Hospital Ruined 27ap 1 zombie |
Fire Station Ruined 33ap |
Bank Ruined |
Road | |
74 | Plaza | factory Ruined 32ap |
Building Ruined 40ap |
junkyard QSB |
Place | wasteland | |
75 | Fire Station Ruined 28ap |
warehouse Ruined 32ap |
NT Building Ruined 52ap 4 zombies |
Building Ruined 28ap |
Police Department Ruined 29ap 1 zombies |
Place | |
Looking at the scouting map, you notice several things.
- Only 10 zombies
- Clusters of Zombies inside the TRP's
- Repair costs are pretty high
- Someone's Barricaded the Junkyard.
Now only one of these points is important.
- Only 10 zombies.
There is no way that 10 zombies should be holding an area of 19 buildings. Although numbers may vary this is a fair example of an area ripe for reclamation. Its time for you to move in.
As a group, you should have a rally point. The location is up to you, but it should be somewhere quite nearby with a maintained Revive Point, because you're going to get eaten. Quite a lot. At least to begin with.
Phase 2. Dying
Phase 2 is the classic suicide repair run (I'm assuming 5 members). All 5 survivors enter the suburb and repair the first building they discover that is empty. If targeting a Dark building don't forget you will need a generator and fuel. This will probably put all your groups members in Negative AP's.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital Ruined 19ap 2 zombies |
Building Ruined 25ap |
Walk | Park | Avenue | Auto Repair Ruined 38ap |
|
72 | Monument | Plaza | Club Ruined 1 zombies |
Railway Station Ruined 36ap |
Street | Church Ruined 35ap |
|
73 | Cinema Powered REPAIRED |
Hotel Ruined 41ap 1 zombie |
Hospital Ruined 28ap 1 zombie |
Fire Station Ruined 34ap |
Bank Ruined |
Road | |
74 | Plaza | factory REPAIRED |
Building REPAIRED |
junkyard QSB |
Place | wasteland | |
75 | Fire Station REPAIRED |
warehouse REPAIRED |
NT Building Ruined 53ap 4 zombies |
Building Ruined 29ap |
Police Department Ruined 30ap 1 zombie |
Place | |
Now Normally standing in a building with no barricades for a long period of time is suicide, but remember, 10 zombies. 10 zombies who probably don't log in everyday, otherwise they would have followed the horde to fresh feeding grounds. Take it from me. I once repaired The Israel Building (Borehamwood), and that was a 360+ Repair. Survived it, and I didn't even have barricades for the first 4 days.
One of survivors biggest flaws is they generally play as if they were their character, and because of this, hate dying. The sooner you come to terms with the fact that dying is part of playing Urban Dead, the better survivor you will become.
It should be noted that your low numbers also give you another advantage. Being the only survivor in a building means that even if zombies do find you a feeding groan's range will be only one block, certainly not enough to attract large numbers of zombies.
We're going to take the worst case scenario. The zombies notice the repairs and horde over, killing you all and ruining the buildings again. You're dead before you even wake up.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital Ruined 21ap 2 zombies |
Building Ruined 27ap |
Walk | Park | Avenue | Auto Repair Ruined 40ap |
|
72 | Monument | Plaza | Club Ruined 1 zombie |
Railway Station Ruined 38ap |
Street | Church Ruined 37ap |
|
73 | Cinema Ruined 2ap 1 zombie |
Hotel Ruined 43ap |
Hospital Ruined 30ap |
Fire Station Ruined 36ap |
Bank Ruined |
Road | |
74 | Plaza | factory Ruined 2ap |
Building Ruined 2ap 1 zombie |
junkyard QSB |
Place | wasteland | |
75 | Fire Station Ruined 2ap |
warehouse Ruined 2ap 1 zombie |
NT Building Ruined 55ap 3 zombies |
Building Ruined 31ap |
Police Department Ruined 32ap 1 zombie |
Place | |
Phase 3. Dying (again)
It takes you a day to stand up and wander back to that RP you set up or identified. Another day to get revived and to save up AP's. Then you return. Now remember those zombies that killed you? You've got two new advantages.
- You know their profile Id's
- They moved to attack you.
Only the most determined of zombies will fall back to maintain long term ruins. A feral will normally follow the meat. If yesterday he saw you in a hotel, he'll probably be waiting for you to return. You on the other hand will strike somewhere else. Repeat Phase 2 again. Ignore the buildings you have already repaired. Focus on other empty buildings. Try to link up a large area of low repair buildings if possible.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital Ruined 21ap 2 zombies |
Building REPAIRED |
Walk | Park | Avenue | Auto Repair Ruined 40ap |
|
72 | Monument | Plaza | Club Ruined 1 zombie |
Railway Station REPAIRED |
Street | Church Ruined 37ap |
|
73 | Cinema Ruined 2ap 1 zombie |
Hotel REPAIRED |
Hospital REPAIRED |
Fire Station Ruined 36ap |
Bank Ruined |
Road | |
74 | Plaza | factory Ruined 2ap |
Building Ruined 2ap 1 zombie |
junkyard QSB |
Place | wasteland | |
75 | Fire Station Ruined 2ap |
warehouse Ruined 2ap 1 zombie |
NT Building Ruined 55ap 3 zombies |
Building REPAIRED |
Police Department Ruined 32ap 1 zombie |
Place | |
You'll probably get eaten. Again. Doesn't matter at all, just go and get revived and repeat again until all buildings discovered to be empty have their repair costs reset. At this point you've probably got the profiles of most of the zombies about. If you enter a building and its got a contact listed zombie inside without brain rot, you can always combat revive him to remove him whilst you repair the building. What could go wrong? You're probably going to be dead anyway....
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital Ruined 23ap 1 zombie |
Building Ruined 2ap 1 zombie |
Walk | Park | Avenue | Auto Repair REPAIRED |
|
72 | Monument | Plaza | Club Ruined 1 zombie |
Railway Station Ruined 2ap |
Street | Church REPAIRED |
|
73 | Cinema Ruined 4ap 1 zombie |
Hotel Ruined 2ap |
Hospital Ruined 2ap |
Fire Station REPAIRED |
Bank Powered REPAIRED |
Road | |
74 | Plaza | factory Ruined 4ap |
Building Ruined 4ap 1 zombie |
junkyard QSB |
Place | wasteland | |
75 | Fire Station Ruined 4ap |
warehouse Ruined 4ap 1 zombie |
NT Building Ruined 57ap 3 zombies |
Building Ruined 2ap |
Police Department Ruined 34ap 1 zombie |
Place | |
Phase 4. Standing your ground
So now is the time for a big push. Get yourself revived and get Barricade Strafing. A single survivor can barricade a building to VSB for approx. 10ap. It should take a zombie 40ap to undo the same barricades. You can raise 4 buildings to VSB. factor in the now low repair costs and your 5 survivors can do something like this.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital Ruined 23ap 1 zombie |
Building VSB |
Walk | Park | Avenue | Auto Repair VSB |
|
72 | Monument | Plaza | Club Ruined 1 zombie |
Railway Station VSB |
Street | Church VSB |
|
73 | Cinema Ruined 4ap 1 zombie |
Hotel Ruined 2ap |
Hospital VSB |
Fire Station VSB |
Bank Powered VSB |
Road | |
74 | Plaza | factory VSB |
Building Ruined 4ap 1 zombie |
junkyard VSB |
Place | wasteland | |
75 | Fire Station VSB |
warehouse Ruined 4ap 1 zombie |
NT Building Ruined 57ap 3 zombies |
Building VSB |
Police Department Ruined 34ap 1 zombie |
Place | |
So now you've done that, you can forget about your fallback area. Pick a building and all pile in. By removing your travel costs you can now save up your AP for focussing on the harder targets. Start resetting those other buildings with pesky zombies inside.
54 | 55 | 56 | 57 | 58 | 59 | ||
71 | Hospital VSB |
Building VSB |
Walk | Park | Avenue | Auto Repair VSB |
|
72 | Monument | Plaza | Club VSB |
Railway Station VSB |
Street | Church VSB |
|
73 | Cinema VSB |
Hotel VSB |
Hospital VSB |
Fire Station VSB |
Bank Powered VSB |
Road | |
74 | Plaza | factory VSB |
Building VSB |
junkyard VSB |
Place | wasteland | |
75 | Fire Station VSB |
warehouse VSB |
NT Building Ruined 57ap 3 zombies |
Building VSB |
Police Department VSB |
Place | |
Of course then, you have the difficult problem of the Zombie held NT. Zombie love to Salt the land when it comes to these places. Don't forget the wonders of NecroNet Access. Hook up and power a generator and you can Combat Revive all of them. Indeed a single survivor can revive four zombies and suicide repair the building on their own. Barricade them in nice and tightly and prepare for the zombie onslaught.
Further Thoughts
Remember that if you're Combat Reviving that any building barricaded above VSB can be turned into a Pinata. In the short term its not necessarily an issue, but remember its easiest to repair the empty buildings first.
Your biggest issue is Dark buildings. You will need Gennies and Fuel. Other than that a Toolbox, some needles and a few faks is all you really need.
As you get better at this reclamations you can become more advanced. You could employ Vampire Tactics to avoid having to retreat to be revived, or start targeting those zombie you know are the least active. If you were really flash you could set up flares or feeding groans to draw zombies out of the area.
Finally, think long term. A reclaimed ghost town is the perfect place for a new survivor group, so do everything you can to encourage survivors to settle. Powering VSB TRP's will create the perfect conditions for the Spawning of new characters. Even if people stay in the area for only a day, its one day where zombies have to work harder to make headway.