Talk:Combat Revive

From The Urban Dead Wiki
Revision as of 17:28, 10 July 2008 by WanYao (talk | contribs) (→‎regarding those templates)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

regarding those templates

They are just too frikken big. Please fix them, size them down to normal template proportions... --WanYao 18:27, 10 July 2008 (BST)

Changes needed (March 2006)

Due to the recent change to syringes, this page requires a change. If nobody more competent than me wants to take a stab at it, I'll take care of it in a day or so. --Guardian of Nekops 23:13, 29 March 2006 (BST)

I added a couple small changes that will suffice as just a fix. If you want to rework this page than you can. --TheBigT 05:20, 30 March 2006 (BST)

Updated (completely overhauled) as per request. --Tycho44 23:37, 14 April 2006 (BST)

I would suggest chaging the page to be more accurate in the section titled "Combat Reviving is a Poor Use of Syringes". As anyone who has searched for a syringe knows, it takes less AP to find a syringe than to manufacture one. Thus the arugment of "it uses 30 AP minimum: 20 to make one and 10 to use it." is an outdated and incorrect representation of the actual cost (in AP) of combat revives. --Smeggie 15:38, 11 October 2006 (BST)

I have added the counterargument, hopefully no one will mind. This is supposed to be a neutral wiki, so I added the balance. Nalikill 15:43, 5 July 2007 (BST)

I see both sides of the arguement of combat revives and i think that under some circumstances combat revives are an effective way of beating back the undead hordes, such as the big bash. However, the combat revive as a day-to-day use isn't acceptable. In short combat revives should be limeted to overrun suburbs.--Warlord zephyr 21:54, 21 January 2008 (UTC)

Perhaps some space should be given to the concept that carefully targeted combat revives can actually be by far the most efficient use of AP in the game for survivors. This is possible because of the many players that play both sides of the game, both zombie and survivor. Self identified adherents to this call themselves "Dual natured" or "Opportunist", but it is a common practice among others too, particularly newer players. Scanning before reviving, and taking the time to research any presence on local and global kill lists, as well as looking up any unfamiliar groups (I find doing this takes around 30 - 45 seconds) reasonably ensures that the revived will be an ally. You remove a zombie from the attacking horde and add a new defender for the relatively cheap cost of a needle. --Quincy Kildare 00:10, 24 February 2008 (UTC)


Blocks and combat revives

I'll throw this out there for the strategy gurus. It seems to me that with the new block skill in place, there's a serious advantage to clearing a building of as many zombies as possible...does this mean that in small sieges where reletively few survivors are up against a larger and better coordinated horde, combat reviving actually works as an excellent menas of quickly clearing a building when Ammo is short? Discuss. PadreRomero 16:19, 2 February 2008 (UTC)

More AP tradeoffs

There is another factor that I think needs to be considered when deciding whether to combat-revive: the AP lost by a victim waiting at a revive point for 25 hours or more whose AP are maxed.

Imagine a character (who we'll call "Reviver") emerging from the apartment building where she's been sleeping, carrying an axe, 10 syringes (enough for the moment) and an axe. She also has 6 FAKs but would like more, so heads for the hospital 2 blocks to the south, passing a monument on the way. Reviver discovers that the hospital has been overrun by zeds and must decide how best to use her AP to help clear the hospital. Let's reserve 4 of her 48AP for getting home afterwards. That leaves roughly enough to chop up a zed (without body building) with an axe and dump the chunks outside, and maybe an AP left over to close the doors. Alternatively she could combat-revive 4 zeds and dump them outside, but would have to replace the syringes the next day (fortunately she knows of a currently secure, powered NT building 4 blocks east of the apartment building.)

Meanwhile her friend (called "Victim") was eaten a couple of days ago and is waiting for a revive at a cemetery 4 blocks west of the monument. Victim now has maxed AP and is missing out on his allowance but is still nowhere near the front of the queue. If Reviver chooses the chopping option or combat-reviving option, he will miss out on another day's AP before finally getting revived when the lab assistant eventually comes around again.

Reviver has a third option, to go to the cemetery (8AP round trip), revive (10AP) and heal (3AP) her friend who will then head to the hospital and (with 31 of his 35 remaining AP, assuming he doesn't have Ankle Grab) and assist in the clearing of the hospital. Now they have 56AP for clearing between them (and 8 for returning to the hideout) and have gained 47AP (Victim uses 3AP more travelling than if he'd gone straight back to the hideout but no longer loses a day's AP allowance.) Reviver still has to replace the syringe, but remember she would otherwise have used it on a zed who didn't want to be revived, and possibly led it to the hideout.) The effect is even greater if the revive queue is really long and Reviver has 4 or more friends there who can be relied upon to help with the clearing.

There is a potential downside in that the hospital will take longer to clear and nearby survivors must travel farther to get FAKs (depending how far it is to the next nearest hospital or mall) for a short time (probably less than a day on average.)

One could probably come up with a simple formula for net "team" AP gain/loss based on the average queue size at the local revive point but I think that would be misleading as the AP spent travelling to a faraway mall because of a hospital or PD staying ruined longer could be quite high.

I also think it is a mistake to be worry about whether the revived victims have anywhere safe to sleep. Reviver must know of a hideout and can lead them to it. If she didn't then she wouldn't be at that cemetery in the first place.

I'll almost certainly have missed some details but my intuition at the moment says to avoid buying brain rot for my zed character and lurk in areas where combat revives are common and revive queue lengths are not far from the magic 25 hour threshold (Kempsterbank springs to mind), because it encourages selfish behaviour by survivors, costing AP for the team in the long run. --Explodey 14:44, 3 March 2008 (UTC)