Category:Forts: Difference between revisions
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==Forts== | ==Forts== | ||
Forts in Malton are large military compounds and one of the most useful [[tactical resource point]]s. The buildings that make up the complex provide many [[useful items]]. Each fort consists on nine blocks: | Forts in Malton are large military compounds and one of the most useful [[tactical resource point]]s. The buildings that make up the complex provide many [[useful items]]. Each fort consists on nine blocks: | ||
*A Gatehouse - The only way in or out. Also provides [[pistol clips]]. | *A [[Gatehouse]] - The only way in or out. Also provides [[pistol clips]]. | ||
*An Armoury - A key structure, providing similar items to [[police department]]s. | *An [[Armoury]] - A key structure, providing similar items to [[police department]]s. | ||
*An Infirmary - Similar to a [[hospital]] providing [[first aid kits]] and allowing the use of the [[surgery]] skill. | *An [[Infirmary]] - Similar to a [[hospital]] providing [[first aid kits]] and allowing the use of the [[surgery]] skill. | ||
*A Storehouse - of which [[Fort Perryn]] has two. These provide similar items to a [[factory]], many of which are useful. | *A [[Storehouse]] - of which [[Fort Perryn]] has two. These provide similar items to a [[factory]], many of which are useful. | ||
*A Barracks - of which [[Fort Creedy]] has two. No useful items can be found within. | *A [[Barracks]] - of which [[Fort Creedy]] has two. No useful items can be found within. | ||
* | *A [[Vehicle Depot]] - Similar items to a [[warehouse]], but also [[toolbox]]es. | ||
*An Exercise Yard - An [[empty block]] located outside. | *An [[Exercise Yard]] - An [[empty block]] located outside. | ||
*A Training | *A [[Training Ground]] - Another empty block. | ||
Uniquely, they are the only building in Malton to have been improved upon by forces from outside the quarantine, namely the [[external military]]. They started out as 3 by 3 grids with an armoury in the middle however, on the [[News/2006#November 20|20th November 2006]], the layout of the forts changed to its present form. Another update on the [[News/2007#August 14|14th August 2007]] saw changes allowing survivors to [[dump]] bodies outside the gatehouse. | Uniquely, they are the only building in Malton to have been improved upon by forces from outside the quarantine, namely the [[external military]]. They started out as 3 by 3 grids with an armoury in the middle however, on the [[News/2006#November 20|20th November 2006]], the layout of the forts changed to its present form. Another update on the [[News/2007#August 14|14th August 2007]] saw changes allowing survivors to [[dump]] bodies outside the gatehouse. | ||
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Forts are almost totally self-sufficient with the only diminishable useful item that cannot be found being [[revivification syringe]]s whilst the numerous other goods can be found with high rates of success. A survivor can stay supplied indefinitely within a fort, provided [[revivification]] does not become necessary. | Forts are almost totally self-sufficient with the only diminishable useful item that cannot be found being [[revivification syringe]]s whilst the numerous other goods can be found with high rates of success. A survivor can stay supplied indefinitely within a fort, provided [[revivification]] does not become necessary. | ||
There are many special rules regarding movement around, into and within forts. They are described in detail below, in short however the walls prevent movement in and out on all sides except for the gatehouse. The gatehouse itself cannot be [[free running|free run]] into and is the only point of entry. This makes forts survivor havens in theory, being easy to defend and providing many resources. However this in itself attracts large zombie hordes with intent of attacking the many survivors inside, and large [[siege]]s often result. [[PKers]] often frequent forts, they provide ideal hunting grounds and several [[trenchcoater]]s to kill. [[Overbarricading]] is also a common problem. In general, forts tend to be the least safe areas in Malton for survivors, despite appearing the opposite. | |||
It should also be noted that the infirmary building located inside acts in the same way as a [[hospital]]. If it is powered it allows the use of the [[surgery]] skill. | It should also be noted that the infirmary building located inside acts in the same way as a [[hospital]]. If it is powered it allows the use of the [[surgery]] skill. | ||
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*Special fort movement rules: | *Special fort movement rules: | ||
**'''Body dumping''': dead bodies can be [[dump]]ed outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse. | **'''Body dumping''': dead bodies can be [[dump]]ed outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse. | ||
**'''The Gatehouse''': both forts have a Gatehouse, which is the only entry point. | **'''The Gatehouse''': both forts have a Gatehouse, which is the only entry point. | ||
***To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege. | ***To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege. | ||
***From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have [[ | ***From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have [[Free Running]]). | ||
***Clicking on the Gatehouse while located ''inside'' the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse. | ***Clicking on the Gatehouse while located ''inside'' the fort moves you inside the Gatehouse, even if you were outside. (Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.) | ||
***You can | ***You can free run from the Gatehouse to any building ''outside'' the fort, as long as the barricades are not higher than "very strongly". | ||
**'''The Armoury''': | **'''The Armoury''': | ||
***It is possible to | ***It is possible to free run from the Armoury to another building within the Fort, but not the other way around. | ||
***You cannot | ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "''The defensive design of the armoury bunker prevents you from free running into it.''" | ||
**'''Illegal movement messages''': several illegal moves use 0 AP, do not move your character and provide a feedback message: | **'''Illegal movement messages''': several illegal moves use 0 AP, do not move your character and provide a feedback message: | ||
*** | ***Free run into the Gatehouse from outside the fort: "''The gatehouse only has a single, low entrance - you cannot free run into it.''" | ||
*** | ***Free run into any fort square (other than the Gatehouse) from outside the fort: "''The fort complex has been designed to be inaccessible from nearby buildings.''" | ||
***Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "''The heavy walls of the fort complex are impassable, from here.''" | ***Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "''The heavy walls of the fort complex are impassable, from here.''" | ||
*** | ***Free run out of the fort (other than from the Gatehouse): "''The fort has no accessible exits or windows overlooking its exterior wall.''" | ||
***Whilst outside the Gatehouse, attempting to move to another fort square: "''You must enter the gatehouse to reach the rest of the military compound.''" | ***Whilst outside the Gatehouse, attempting to move to another fort square: "''You must enter the gatehouse to reach the rest of the military compound.''" | ||
***Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded." | ***Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded." |
Latest revision as of 19:30, 4 October 2015
Resources » Player Resources » Cities » Malton » Locations » Forts
Forts in Malton.
Fort
Forts are former military bases in Malton. They are made up of a complex of nine blocks, seven of them buildings. They are important to survivors, and high profile targets for zombies. FortsForts in Malton are large military compounds and one of the most useful tactical resource points. The buildings that make up the complex provide many useful items. Each fort consists on nine blocks:
Uniquely, they are the only building in Malton to have been improved upon by forces from outside the quarantine, namely the external military. They started out as 3 by 3 grids with an armoury in the middle however, on the 20th November 2006, the layout of the forts changed to its present form. Another update on the 14th August 2007 saw changes allowing survivors to dump bodies outside the gatehouse. Forts are almost totally self-sufficient with the only diminishable useful item that cannot be found being revivification syringes whilst the numerous other goods can be found with high rates of success. A survivor can stay supplied indefinitely within a fort, provided revivification does not become necessary. There are many special rules regarding movement around, into and within forts. They are described in detail below, in short however the walls prevent movement in and out on all sides except for the gatehouse. The gatehouse itself cannot be free run into and is the only point of entry. This makes forts survivor havens in theory, being easy to defend and providing many resources. However this in itself attracts large zombie hordes with intent of attacking the many survivors inside, and large sieges often result. PKers often frequent forts, they provide ideal hunting grounds and several trenchcoaters to kill. Overbarricading is also a common problem. In general, forts tend to be the least safe areas in Malton for survivors, despite appearing the opposite. It should also be noted that the infirmary building located inside acts in the same way as a hospital. If it is powered it allows the use of the surgery skill. Fort Movement RulesForts posses several unique and complex rules regarding movement.
Current StatusThe status of Malton's forts are often reported to the wiki. Individual danger reports can be found at the Building Information Center along with access to other reports. A graphical representation of these can be seen on the Strategic Buildings Status Map which also includes malls and NecroTech buildings, or alone on the Fort Danger Levels category page. These reports are not guaranteed to be accurate. Items
ClothesInfirmary
Notes
Storehouse & Barracks
Notes
Vehicle Depot
Notes
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Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "Forts"
The following 2 pages are in this category, out of 2 total.