Tactical Resource Point: Difference between revisions

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===Origins of the term===
===Origins of the term===
The designation of TRP stems from the [[ATF]] and its use of the term to define logical means for eating humans and finding the best ways to ensure "everyone dies within the region." The strategy works well within the areas that it has seen use, as areas without constant access to the TRPs are forced to congregate in outer [[safehouses]], wasting [[AP]] moving, while being constantly pushed further and further away from the TRPs. This eventually, in theory, leads to either survivors relocating to a new area, bringing in more meat, or staying dead, bringing in more zombies. It's a win-win solution for the thinking man's zombie.
The designation of TRP stems from the [[ATF]] and its use of the term to define logical means for eating humans and finding the best ways to ensure "everyone dies within the region." The strategy works well within the areas that it has seen use, as areas without constant access to the TRPs are forced to congregate in outer [[safehouses]], wasting [[Action Points|AP]] moving, while being constantly pushed further and further away from the TRPs. This eventually, in theory, leads to either survivors relocating to a new area, bringing in more meat, or staying dead, bringing in more zombies. It's a win-win solution for the thinking man's zombie.
Implementation of this strategy is fairly useful when planning large scale raids on a full suburb.
Implementation of this strategy is fairly useful when planning large scale raids on a full suburb.



Revision as of 19:43, 8 July 2009

Also known as TRPs, a tactical resource point is defined as any building that is frequently searched by survivors for a certain resource, often with a higher successful search probability than in other buildings that may hold the same resource. Currently, only the following hold status as TRPs:

A cluster of TRPs is a TRZ.

Total TRPs in Malton

238 Auto Repair Shops 
227 Factories
2 Forts
245 Hospitals
20 Malls
211 NecroTech Buildings
243 Police Departments

Didn't make the list

Some buildings contain valuable resources but are not considered TRPs:

  • Fire stations did not receive this designation due to the fact that very few survivors stay there to constantly search for resources, you only need one fire axe after all.
  • Junkyards also did not receive designation for being a viable TRP on basis that despite being able to get a variety of random items, some of which are helpful, most are junk. The lower search probabilities, coupled by the sheer amount of things you could get in a search if even successful, fully discourages many players from sticking around. The only time a junkyard could even be considered a TRP is if it remains unmolested, and the fences are not cut open. To existing knowledge, no such junkyards exist anymore. As such, junkyards will never hold a permanent TRP status, unless a way of repairing them is developed.

Origins of the term

The designation of TRP stems from the ATF and its use of the term to define logical means for eating humans and finding the best ways to ensure "everyone dies within the region." The strategy works well within the areas that it has seen use, as areas without constant access to the TRPs are forced to congregate in outer safehouses, wasting AP moving, while being constantly pushed further and further away from the TRPs. This eventually, in theory, leads to either survivors relocating to a new area, bringing in more meat, or staying dead, bringing in more zombies. It's a win-win solution for the thinking man's zombie. Implementation of this strategy is fairly useful when planning large scale raids on a full suburb.

TRP Map

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LEGEND
Streets and other empty blocks.
The Free Running Network
X Auto Repair Shops
X Factories
X Forts
X Hospitals
X Malls
X NecroTech Buildings
X Police Departments
X Power Stations