Foulkes Village Barricade Plan: Difference between revisions

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[[Category:Barricade Plans]]
[[Category:Barricade Plans]]
==Discussion V2==
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.
1) RPs should be maintained and public, just like Nuabreed said.
2) FAKs, ammo, syringes, and fire axes should be available to new players.
3) Junkyards make good entry points because they can't be ruined.
4) "Connecting Buildings", which serve as the only link between free running lanes, should be EHB.
5) Dark buildings, to a lesser extent, should be EHB to prevent ruin.
6) The wishes of groups should be respected in the barricade plan.
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.
Based on these concepts I made a number of changes.
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). 
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.
Finally, I added [[the Powlet Building]], and [[the Deny Hotel]] (per 7) as entry points into Nixbank, and the adjacent factory.
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.
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. 
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)

Revision as of 10:19, 17 November 2009

Barricade Plan Foulkes Village

Ubpicon1.gif UBP Unreviewed Barricade Plan
This barricade plan is under review for compliance with the Uniform Barricading Policy. Comments on this plan may be left here.
00 01 02 03 04 05 06 07 08 09
80 the Buttle Building
Stephens Cinema
Clipper Drive
the Powlet Building
wasteland
a cemetery
Capes Street
Club Clement
Chalker Park
Vincent Square Police Department
80
81 the Deny Hotel
Mockridge Cinema
a carpark
Ryse Place
Raines Grove
the Potter Monument
Wimbridge Crescent
the Dadson Building
the Fone Arms
a carpark
81
82 the Dement Arms
Ryan Grove
Finlay Boulevard
a warehouse
Fyfhyde Plaza
RP
St. Aelred's Church
a factory
the Dwyer Monument
a junkyard
Darnell Library
82
83 wasteland
Fuller Drive School
Syms Auto Repair
Cyril General Hospital
a factory
Paget Auto Repair
Reakes Grove
the Ffych Building
Naisbitt Library
the Barnefield Monument
83
84 a warehouse
Alsoop Park
Crew Avenue Police Department
the Boon Museum
a factory
the Freeguard Building
MPM
Davy Drive
Biffen Lane
Holdoway Drive
the Hinckesman Building
84
85 Whittard Road Fire Station
wasteland
Vigar Walk
Lorgh Walk
Punnett Cinema
a junkyard
Scudamore Road
Gully Grove
a warehouse
the Burdett Building
85
86 the Brindle Hotel
McTier Grove
Threadgould Road
the Dudoc Hotel
the Feaver Monument
Elsworth Square School
a carpark
the Laurence Building
wasteland
Woollacott Park
86
87 Warren Auto Repair
Ketnor Walk
Faraker Bank
the Gullis Museum
Connery Drive
Rendall Plaza
Richings Crescent
RP
Ayers Cinema
a carpark
a carpark
87
88 a carpark
Etheldreda General Hospital
Rollason Row
the Kirwan Museum
the Grundy Motel
Perrye Towers
Frye Alley Police Department
Swonnell Place
the Henley Building
Loader Walk Railway Station
88
89 Marton Cinema
a warehouse
the Stancomb Arms
Sansbury Plaza School
a factory
the Carr Monument
Daunt Park
Quekett Road
Woolford Boulevard School
a junkyard
89
00 01 02 03 04 05 06 07 08 09


LEGEND
Extremely Heavily Barricaded Very Strongly Barricaded No Barricades
Auto Repair Shops Hospitals Other (non-TRP)
Factories and
Power Stations
NecroTech Buildings Unbarricadable
Forts and Malls Police Departments
MPM: Mobile Phone Masts RP: Revive Points

Barricade Plan Discussion

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. I need the following information to finish the barricade plan.

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.

2) Entry points not marked above. Basically, any buildings which are traditionally kept at VS+2.

If you can help, please post your information here.--Nuabreed 00:12, 11 July 2007 (BST)

Discussion V2

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.

1) RPs should be maintained and public, just like Nuabreed said.

2) FAKs, ammo, syringes, and fire axes should be available to new players.

3) Junkyards make good entry points because they can't be ruined.

4) "Connecting Buildings", which serve as the only link between free running lanes, should be EHB.

5) Dark buildings, to a lesser extent, should be EHB to prevent ruin.

6) The wishes of groups should be respected in the barricade plan.

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.

Based on these concepts I made a number of changes. 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). Also I opened up CAPD and 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. Finally, I added the Powlet Building, and the Deny Hotel (per 7) as entry points into Nixbank, and the adjacent factory.

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, a factory and Dudoc). Also, there is a problem moving between that central cluster and the Henley Building. Hopefully the junkyard entry will solve this problem.

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.

Please share your ideas for improving this plan, or feel free to ask for further explanation on any of these points. --GANG Giles Sednik CAPD 10:19, 17 November 2009 (UTC)