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{{Custom Title|left|Tactical Resource Point}}
{{Custom Title|left|Tactical Resource Point}}
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<p>&nbsp;A '''''T'''actical '''R'''esource '''P'''oint'', or '''TRP''', are [[Buildings|building type]] that are frequently [[Search|searched]] for certain [[items]] with a significantly higher successful search probability than in other buildings that may hold the same item and frequently serve as [[Spawning|Spawn Points]] for newly created characters. As such [[Repair|maintaining]] or [[Ransack|destroying]] these buildings are considered essential to determining the [[Suburb#Danger_Map_of_Malton_Suburbs|Danger Level]] in reports as they directly reflect the livability and defense-ability  of an area. There are currently 7 generally accepted [[Tactical Resource Point]] types in game.</p>
<p>&nbsp;A '''''T'''actical '''R'''esource '''P'''oint'', or '''TRP''', are [[Buildings|building types]] that are frequently [[Search|searched]] for certain [[items]], often with a significantly higher successful search probability than in other buildings that may hold the same item. Tactical Resource Points also frequently serve as [[Spawning|Spawn Points]] for newly created characters. As such [[Repair|maintaining]] or [[Ransack|destroying]] these buildings are considered essential to determining the [[Suburb#Danger_Map_of_Malton_Suburbs|Danger Level]] in reports as they directly reflect the livability and defense-ability  of a given area. There are currently seven generally accepted [[Tactical Resource Point]] types in game.</p>
<div style='float:right;'>
<div style='float:right;'>
<h3 style='text-align:Justify;'>'''Total TRPs in Malton'''</h3>
<h3 style='text-align:Justify;'>'''Total TRPs in Malton'''</h3>
<div style='background:#FbFbFb; border:1px solid #AAA; border-spacing:0; padding:0 1ex;'><br />'''238''' [[Auto Repair Shops|<span style='float:right; color:#CCC;'>'''Auto Repair Shops'''</span>]]<br />'''227''' [[Factories|<span style='float:right; color:#AAA;'>'''Factories'''</span>]]<br />'''2'''  [[Forts|<span style='float:right; color:#888;'>'''Forts'''</span>]]<br />'''245''' [[Hospitals|<span style='float:right; color:#F99;'>'''Hospitals'''</span>]]<br />'''20'''  [[Malls|<span style='float:right; color:#191;'>'''Malls'''</span>]]<br />'''211''' [[NecroTech Buildings|<span style='float:right; color:#AAD;'>'''NecroTech Buildings'''</span>]]<br />'''243''' [[Police Departments|<span style='float:right; color:#DDF;'>'''Police Departments'''</span>]]<br />'''2'''  [[Power Stations|<span style='float:right;color:#AAA;'>'''Power Stations'''</span>]]</div></div>
<div style='background:#ddd; border:1px solid #000; border-spacing:0; padding:0 1ex;'><br />'''238''' [[Auto Repair Shops|<span style='float:right; color:#000;'>'''Auto Repair Shops'''</span>]]<br />'''227''' [[Factories|<span style='float:right; color:#000;'>'''Factories'''</span>]]<br />'''2'''  [[Forts|<span style='float:right; color:#000;'>'''Forts'''</span>]]<br />'''245''' [[Hospitals|<span style='float:right; color:#000;'>'''Hospitals'''</span>]]<br />'''20'''  [[Malls|<span style='float:right; color:#000;'>'''Malls'''</span>]]<br />'''211''' [[NecroTech Buildings|<span style='float:right; color:#000;'>'''NecroTech Buildings'''</span>]]<br />'''243''' [[Police Departments|<span style='float:right; color:#000;'>'''Police Departments'''</span>]]<br />'''2'''  [[Power Stations|<span style='float:right;color:#000;'>'''Power Stations'''</span>]]</div></div>




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===Etymology===
===Etymology===
&nbsp;The designation [[Tactical Resource Point]] stems from the former [[zombie]] group [[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 Tactical Resource Points are forced to congregate in distant [[safehouses]], wasting [[Action Points|AP]] moving to and from resource points and raising the cost of replenishing items used in defending against the [[Zombie Horde]]. This dynamic often makes Tactical Resource Points the most fought over buildings in [[Malton]] and it's various [[Suburbs]].
&nbsp;The designation [[Tactical Resource Point]] stems from the former [[zombie]] group [[ATF]], who used the term to define logical buildings for locating humans and ensuring "everyone dies within the region." The strategy works well within suburbs low on resources, as survivors without constant access to Tactical Resource Points are forced to congregate in distant [[safehouses]], and spend large amounts of [[Action Points|AP]] collecting resources outside their home suburb. For buildings under siege, the distance from Tactical Resource Points is directly tied to the cost of replenishing items used in defending against a [[Zombie Horde]]. This dynamic often makes Tactical Resource Points the most fought over and important buildings in [[Malton]].


====Tactical Resource Zones====
====Tactical Resource Zones====
[[Image:SWresources.PNG|right|300px|An Example of TRZ's in the South West corner of [[Malton]]]]
[[Image:SWresources.PNG|right|300px|An Example of TRZ's in the South West corner of [[Malton]]]]
&nbsp;A '''Tactical Resource Zone''', or TRZ, is an area containing multiple [[Tactical Resource Point]]s. The phrase is not applied to areas around [[Malls]] as malls themselves are as resource heavy as a '''Tactical Resource Zone''', though they are commonly surrounded by Tactical Resource Points and secondary resource points. In practice, a '''Tactical Resource Zone''' consists of a few blocks encompassing some central point with a very high density of resource points, particularly Tactical Resource Points. When developing group strategies it is advised that Tactical Resource Zones be heavily considered as targets due to they [[wikipedia:force multiplier|force multiplication]] effects on group play.
&nbsp;A '''Tactical Resource Zone''', or TRZ, is an area containing multiple [[Tactical Resource Point]]s. The phrase is not applied to areas around [[Malls]] as malls themselves are as resource heavy as a '''Tactical Resource Zone''', though they are commonly surrounded by both Tactical Resource Points and secondary resource points. In practice, a '''Tactical Resource Zone''' consists of a few blocks encompassing some central point with a very high density of resource points, particularly Tactical Resource Points. When developing group strategies, it is advised that Tactical Resource Zones be heavily considered as targets due to the [[wikipedia:force multiplier|force multiplication]] effects on gameplay.




&nbsp;There are various methods of rating the values of a particular Tactical Resource Zone that differ from group to group but most agree on the essential requirement of [[NecroTech Buildings]] and some reliable source of [[Ammo]] for truly valuable resource zones and that redundancy is extremely helpful. Most [[mall]] or [[suburb]] [[Tactics|Siege strategies]] center around the assault on Tactical Resource Points with a heavy emphasis on the targeting of [[NecroTech Buildings]]. So much so that it's a prominent part of two of the most frequently read strategy outlines in the game's history the [[Mall_Offense_Manifesto#Target_selection|Mall Offense Manifesto]] and the [[Guides:The_Mall_Defence_Manifesto#Buildings_-_what.27s_important_and_what.27s_not.|Mall Defence Manifesto]] in addition to countless others.
&nbsp;While there are various metrics of determining the values of a particular Tactical Resource Zone, most groups agree that a truly valuable TRZ contains [[NecroTech Buildings]] as well as some reliable source of [[Ammo]], and that redundancy of resources within a TRZ is extremely helpful. Most [[mall]] or [[suburb]] [[Tactics|Siege strategies]] center around the assault on Tactical Resource Points with a heavy emphasis on the targeting of [[NecroTech Buildings]]. For example, two of the most frequently-read strategy guides,
the [[Mall_Offense_Manifesto#Target_selection|Mall Offense Manifesto]] and the [[Guides:The_Mall_Defence_Manifesto#Buildings_-_what.27s_important_and_what.27s_not.|Mall Defence Manifesto]], highlight the importance of Necrotech buildings as a tactical resource in regards to survivor-zombie strategy.  


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Tactics]]
[[Category:Tactics]]
[[Category:Maps]]
[[Category:Maps]]

Revision as of 21:53, 25 October 2012

Tactical Resource Point

 A Tactical Resource Point, or TRP, are building types that are frequently searched for certain items, often with a significantly higher successful search probability than in other buildings that may hold the same item. Tactical Resource Points also frequently serve as Spawn Points for newly created characters. As such maintaining or destroying these buildings are considered essential to determining the Danger Level in reports as they directly reflect the livability and defense-ability of a given area. There are currently seven generally accepted Tactical Resource Point types in game.



Secondary Resource Points

 Some buildings contain valuable resources but are not considered valuable enough to be classified as Tactical Resource Points, these buildings can still serve as Spawn Points and may have an impact on a Suburbs livability:


Fire Departments Fire Departments are a Spawn Point with many diverse items including Radios, Fire Axes, and Flare Guns. In years previous both Generators and Wirecutters were also searchable in Fire Stations but both have been removed.
Junkyards  Junkyards are a veritable potpourri of valuable items but are not easily defensible resource points. Once upon a time the fences were sealed and Wirecutters were required to get inside a Junkyard, all the gates have long since been cut and Wirecutters are no longer searchable. While they can, rarely, serve as Spawn Points and are indestructible Junkyards are known for low search rates and seemingly random items making them unreliable for gathering needed items.

Etymology

 The designation Tactical Resource Point stems from the former zombie group ATF, who used the term to define logical buildings for locating humans and ensuring "everyone dies within the region." The strategy works well within suburbs low on resources, as survivors without constant access to Tactical Resource Points are forced to congregate in distant safehouses, and spend large amounts of AP collecting resources outside their home suburb. For buildings under siege, the distance from Tactical Resource Points is directly tied to the cost of replenishing items used in defending against a Zombie Horde. This dynamic often makes Tactical Resource Points the most fought over and important buildings in Malton.

Tactical Resource Zones

An Example of TRZ's in the South West corner of Malton

 A Tactical Resource Zone, or TRZ, is an area containing multiple Tactical Resource Points. The phrase is not applied to areas around Malls as malls themselves are as resource heavy as a Tactical Resource Zone, though they are commonly surrounded by both Tactical Resource Points and secondary resource points. In practice, a Tactical Resource Zone consists of a few blocks encompassing some central point with a very high density of resource points, particularly Tactical Resource Points. When developing group strategies, it is advised that Tactical Resource Zones be heavily considered as targets due to the force multiplication effects on gameplay.


 While there are various metrics of determining the values of a particular Tactical Resource Zone, most groups agree that a truly valuable TRZ contains NecroTech Buildings as well as some reliable source of Ammo, and that redundancy of resources within a TRZ is extremely helpful. Most mall or suburb Siege strategies center around the assault on Tactical Resource Points with a heavy emphasis on the targeting of NecroTech Buildings. For example, two of the most frequently-read strategy guides, the Mall Offense Manifesto and the Mall Defence Manifesto, highlight the importance of Necrotech buildings as a tactical resource in regards to survivor-zombie strategy.