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| ==Barricade Plan Foulkes Village==
| | {{BarricadePlanInfo|Foulkes Village}} |
| {{UBPunreviewed}}
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| {{Foulkes Village Barricade Plan}} | |
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| ==Barricade Plan Discussion==
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| Note: This is not a fully completed plan. To avoid mishaps, I have marked all buildings as EHB until proven otherwise to avoid directing someone who didn't read this part to a non-existant entry point.
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| I need the following information to finish the barricade plan.
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| 1) Revive points not marked above. I'm looking for maintained, public revive points. If only members of a certain group can receive a needle, then we don't want to mark it as a revive point.
| | {{Foulkes Village Barricade Plan}} |
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| 2) Entry points not marked above. Basically, any buildings which are traditionally kept at VS+2.
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| If you can help, please post your information here.--[[User:Nuabreed|Nuabreed]] 00:12, 11 July 2007 (BST)
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| [[Category:Barricade Plans]]
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| ==Discussion V2==
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| Okay time to finish our barricade plan. I've changed things around slightly based on a few guiding principals to make a more logical barricade plan. I'll explain my rationale and refer to these points as justification for various changes.
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| 1) RPs should be maintained and public, just like Nuabreed said.
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| 2) FAKs, ammo, syringes, and fire axes should be available to new players.
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| 3) Junkyards make good entry points because they can't be ruined.
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| 4) "Connecting Buildings", which serve as the only link between free running lanes, should be EHB.
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| 5) Dark buildings, to a lesser extent, should be EHB to prevent ruin.
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| 6) The wishes of groups should be respected in the barricade plan.
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| 7) The best entry points are surrounded by other buildings, because they provide access to multiple points, and if zombies break in, free running lanes can be easily routed around them.
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| Based on these concepts I made a number of changes.
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| First I removed two RPs, the one at [[Cemetery 5,80]] (no one has maintained that for years), and the one at [[Threadgould Road]] (it is a private group RP).
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| Also I opened up [[Crew Avenue Police Department|CAPD]] and [[Cyril General Hospital (Foulkes Village)|Cyril Hospital]], reasons 2 and 6. [[the Fone Arms]] is now EHB, per 6. [[Fuller Drive School]], [[the Dudoc Hotel]] and [[Ayers Cinema]] are now EHB per 4 and 5. The junkyards are now entry points.
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| Finally, I added [[the Powlet Building]], and [[the Deny Hotel]] (per 7) as entry points into Nixbank, and the adjacent factory.
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| One of the basic problems with Foulkes Village is that there is a cluster of resource buildings in the middle, with a PD, hospital, two factories and two auto shops. This TRC cluster is connected to the rest of the suburb by only 3 buildings ([[Fuller Drive School|Fuller]], [[Factory 6,82|a factory]] and [[the Dudoc Hotel|Dudoc]]). Also, there is a problem moving between that central cluster and [[the Henley Building]]. Hopefully the junkyard entry will solve this problem.
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| The only weakness in this plan is [[Whittard Road Fire Station]] at VSB, as it connects the western free running lane. However, I think it is a necessary sacrifice since Foulkes Village has always been very newb friendly, and it's the only place for starting players to find a fire axe.
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| Please share your ideas for improving this plan, or feel free to ask for further explanation on any of these points. --{{User:Giles Sednik/sig}} 10:19, 17 November 2009 (UTC)
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