Guides:Guide to Forming Groups Part 2: Difference between revisions

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(New page: Continued from Part 1. UNDER CONSTRUCTION ==Your Survivor Group: A Timeline== Alright. Now, you've read the General Advice section and opted to either skip or read the Hardcore section....)
 
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Continued from Part 1.
Continued from [[Guides:An_In_Depth_Guide_to_Forming_Groups_Part_1|Part One.]]


UNDER CONSTRUCTION
UNDER CONSTRUCTION

Revision as of 03:48, 21 February 2011

Continued from Part One.

UNDER CONSTRUCTION

Your Survivor Group: A Timeline

Alright. Now, you've read the General Advice section and opted to either skip or read the Hardcore section. Here's the step-by-step, blow-by-blow walkthrough of the lifetime of your survivor group. I'll take you through, from your first steps, to how to manage and maintain your established, historied, and successful survivor group.

Disclaimer: I have over a year of experience leading the Anti-Zombie Squad, as well as an alt with membership in Team Xtreme and what I say is based off of what I have experienced. It may be different from what your experience will be.

Your First Month

The first thing you want to do after making your group is to get members. Your odds of success go up if you have a decent number of people from the very start. They can be friends, family or just random safehouse buddies that you happen to know in Urban Dead.

The beginning will be slow. If you are a fresh, unknown group, you can expect your group-hood to be somewhat underwhelming. Recruit aggressively. Accept as many interested players as you can- you won't be attracting exactly the best and brightest at this point, so you can't afford to be too choosy.

In addition, you need to build your groups' framework from the ground up. This includes your forums, your policies, your advertisements, and your standard operating procedure. You can hash out some of the details of each later, but you need to plan the basic operations of your group down to prevent confusion and aimlessness later.

Suburbia 101: Not Dying

There are number of basic procedures you can implement for your group to keep you and your members alive in Urban Dead. These are the basic defensive survivor tactics. You already know how to survive as an individual, but here's a refresher course for what to tell your members to do. You can look at good survivor guides on this page instead of this section if you are interested.

First thing is simply being in the right place at the right time. Not all buildings were created equal. Just as some are better to search for supplies in, some are simply better to sleep in. Sleeping in TRPs, especially Malls and NTs, is a bad idea if you want to survive in a dangerous suburb. If you want to die meatshielding, that's your business, but know that sleeping in a TRP will likely you get you and yours killed, because they attract PKer and zombie attention and attacks. Churches, and large buildings (such as mansions, power plants, cathedrals and stadiums) are mediocre hiding places, because though less valuable (thus less attacked) than TRPs, they're still better zombie targets than other non-TRP buildings. Also, let me just say that forts are more or less deathtraps. They are loaded with trenchcoaters (who, in addition to being unbearably annoying, will kill you if they dislike you) and PKers, as well as being incredibly powerful magnets for zombies, who will break in constantly and kill everyone inside. So, do your best to avoid ending your day in TRPs, Forts, and other large buildings.

Better places to sleep include generic buildings, auto repairs, museums, junkyards, libraries, bars, railways, towers, schools, warehouses, hotels and factories, as these don't attract much zombie attention. The best sleeping spots are dark buildings, especially those that don't have generators inside, since zombies and PKers that waltz in will have reduced accuracy unless the building is lit up. Do note, however, that you can't detect or dump dead bodies in dark buildings, so if someone dies in a dark building, get out before he or she gets up and starts munching on your skull. Any buildings, however, with a lot of survivors in it, generally over ten, is inherently unsafe because zombies will eventually find out that there are a lot of food and will attack it and kill everyone. Don't put your eggs all in one basket- spread your group members out in buildings that aren't heavily occupied.

Reserving your APs is always a good idea. If you have the time to play UD later, save 10 or so AP for an emergency when possible, since you might check back on your character, only to discover that now you need to run, barricade, heal yourself or attack. You won't regret saving up the AP to do so.

Scouting safehouses might seem like a good idea, but it's actually risky. You lose the scouting bonus, and with it, your 30 AP spent, if you move far away, pick another safehouse or die. The prospect of having 5 extra AP a day and being able to get more supplies out of your favorite TRP is tempting, but you should only do so if you can count on staying alive and near the safehouse for a long while.

Now, dealing with zombies in buildings they should not be in. If the building has more a few survivors, killing and dumping the zed is a good idea if survivors outnumber them at least three to one. Remember you can still barricade with only one zombie inside, so a good option is to block off the other zombies with the 'cades and then let the other survivors deal with it. Otherwise, just help out the survivors in whatever way you can inside you feel like it. If the building has no or few survivors, then if you can deal with the zombie problem immediately, including through currently active allies and teammates, then you can simply kill, dump, barricade and heal to remove the problem. If you can't solve it immediately, you are better off running than risking being killed by an unsolved problem later.

What about death and zombification? There are a non-obvious few ways to minimize the loss sustained by death. First, you and each of your members should carry at least two FAKs at all times, in order to cure infections, especially after being revived. If you get revived but are out of AP, Dirt Nap to avoid becoming free food by AP'ing out in an inconvenient situation.

There are many ways to increase the efficiency of your revives, if your group does that. Coordinating reviving by making a "revive request" part of your forum is a good idea, (whether to it should be public or not depends on how generous you feel) as is making a private group-only revive point, which allows your revivers to easily stick group members without having to search through random zombies. The revive point should be near an NT for maximum convenience. Also, revivers should add all your group members to their contacts lists. This allows them to instantly pick out and needle dead teammates without the need to scan, saving precious AP. And of course, there is the tactically obvious idea of staying relatively close to an NT building to minimize the distance revivers have to go to get supplies.

So, what if the suburb you want to be in becomes ruined, zombie-infested and generally hazardous to your health? You have two options: move out, or hide. Moving out would be wise if you have a nearby safe suburb. Just move out, grab supplies, fight zombies a bit and when the time comes, help reclaim the ruined suburb and move back in. The second option, hiding, is not so easy, but may be necessary if you don't want to abandon your home suburb or if there is nowhere safe nearby. In that case, I recommend hiding in plain sight. It's still risky, and not exactly the most glorious thing to do, but it sure beats dying endlessly.

As said before in this guide, pissing people off is a bad idea. This is especially sensible in-game, since whoever you piss off will likely refuse to help your group, prioritize attacking your group over others or even go out of their way to get you. So, before you mouth off to a PKer or a zombie, or set an annoying/obnoxious profile, think about the consequences.

Your Policies

There are some Urban Dead group behaviors you should follow and some you shouldn't. Many are controversial.

  • Reviving in general- If your groups revives at all, for the love of God/Allah/FSM/deity of choice, PLEASE scan before reviving! The last thing you want to do is to blindly and stupidly waste a syringe helping a zerger, griefer or career zombie kick your ass. Or trying to revive a Rotter, which will make your syringe utterly useless in the first place. Don't let it happen, scan before reviving! Randomly reviving simply does not help you or the survivor cause.
A special note: reviving PKers (with the exception of dedicated griefers and assholes) and otherwise ignoring them can draw their interest away from you, resulting in your group being PKed much less. It's a decent solution if you're a non-bounty-hunter group getting PKed often, although whether or not it's worth having more PKers alive in Malton is your decision.
  • Combat Revives- This is controversial. The advantages are that you can quickly remove non-brainrot zombies from combat, the disadvantages are that you can create PKers and help parachuting by combat reviving the wrong zombies, which can get ugly. It's your choice, but if you are not sure, err on the side of caution and don't.
  • Meatshielding- Another controversial policy. I believe that while meatshielding delays zombies, but it delays both the meatshielder and his reviver even more. Meatshielding gives a short-term advantage that will thus be paid pack later, and it will only slow down large zombie hordes anyway. It's useful in empty or nearly TRPs, since unattended TRPs are highly vulnerable, but otherwise, meatshielding is usually a net loss of AP for the survivor cause. Avoid it.
  • Killing Zombies Outdoors- The only good reasons to be killing zombies outdoors are a) newbs who need XP fast and b) taking down rotters clogging up revive points. Don't kill zombies outdoors otherwise. It wastes uses 20-50-ish of your AP (including searching for ammo), to damage 1-11 of their AP. Pointless and a great way to get a reputation as idiots.
  • Spying on enemy groups's forums with an alt as a member- This is unethical and an indicator of a total lack of decency. Don't do it.
  • PKers, zergers and GKers- See below section about "Bounty Hunting and You."
  • Zking/Life Culting- Your opinion about ZKing will vary. While directly killing zombies is only good for XP and allowing survivors to dump bodies, Life Cultists have a number of more useful options available to them. You may believe that ZKing or Life Culting is simply a waste of time and AP, and will save your AP only for when you get revived and can use AP as a survivor. Either way is legitimate. Your choice.

Your Propaganda

Your Recruits

Your recruits can be a handful.

Glorious Battle!

Your Enemy

Your Sieges

Micro-Managing

Graceful Defeat

Graceful Victory

Bounty Hunting and You

The Offensive

Your Expansion

Experimentation

Ghost Towns

Nomadism

Good Times!

Alliances and Meta-Groups

  • Metagroups (AKA Organizations)- Defined as large groups that combine the efforts of other groups for greater power. Results will vary . Often, an overambitious upstart pops out of thing air and declares something like, "Hey everyone, let's totally take over Malton!" and then always gets nowhere. Big surprise Examples include the completely obscure and failed RRA and Pro Survivor Alliance. However, meta-groups started by already-established groups and their allies are very powerful, sometimes even unstoppable. Take for example, Big Bashes, Alliance 45 and New Malton Colossus. All accomplished crazy awesome things and steamrolled opponents that their component groups could not. But remember, these guys started from somewhere first before forming their metagroups, and they had carefully-made and thought-out PLANS to go with their ambitions, not just "win over bad guys."

Miscellaneous Things

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Leaving your group

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Thanks to

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The Short Version

This covers it quite well for survivors. I recommend at least skimming this guide.

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