Barricades

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Revision as of 00:38, 11 February 2011 by TripleU (talk | contribs) (I assume that this is only stage 2 of 3, and we'll end up with a template for each (for the pages about each building type) and a template for all (like is shown here), fed by the former.)
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Each barricade level represents one successful construction or one collapse achieved by an attacking zombie or survivor:
Barricade Level Strength Approx Build Rate
1 Loosely barricaded* ~99%+
2–4 Lightly barricaded ~99%
5–7 Quite Strongly barricaded 97.8%
8–10 Very Strongly barricaded 85.1%
11-13 Heavily barricaded** 61.5%
14–16 Very Heavily barricaded** 38.0%
17–21 (And possibly higher.) Extremely Heavily barricaded** 20.5%
*Can be achieved using a length of pipe if a survivor does not have the construction skill
**Survivors can no longer enter from the street

Barricades, commonly referred to as 'cades', can be built by survivors inside any building which is not ransacked or ruined, and are used by survivors to keep zombies outside.

Construction

Survivors must have the construction skill in order to build barricades. Survivors without the construction skill can create loose barricades with a length of pipe. Doing so expends the pipe. Successfully building a loose barricade (whether with a pipe, or normally) automatically secures the doors if the building has them. Therefore, it is not necessary to close the doors before attempting to barricade a building. There are seven descriptive levels of barricades, which appear in the building description both inside and outside the building. Those levels are: loosely barricaded, lightly barricaded, quite strongly barricaded, very strongly barricaded, heavily barricaded, very heavily barricaded, and extremely heavily barricaded. Survivors expend Action Points attempting to build up barricades by pressing the Barricade the building button. Barricades at the level "heavily barricaded" or higher restrict access to survivors as well as zombies from directly outside a building. When a survivor barricades to the point when the addition of one more item would make a building heavily barricaded, the following warning appears:

Using X, you reinforce the barricade. It's looking very strong, now - any further barricading will prevent survivors from climbing in.

The chance a survivor has of successfully adding to the barricades depends primarily on the level at which the barricades already are. Loose barricades are the easiest to build, with a near 100% chance of success. Extremely heavy barricades are the hardest to build, with an approximate 20% chance of success. The approximate odds of success at each barricade level can be found in the chart to the right. These odds are lowered if attempting to build barricades in a dark building. The odds are also lowered if there are 2 or more zombies inside the building; an effect known as Barricade Interference.

Destruction

Both zombies and survivors can attack barricades from inside or outside a building. Zombie bite attacks, knife attacks, attacking with a fuel can, and all firearm attacks are completely ineffective against barricades. When Headbutt is used on barricades, the character's mask is destroyed if one had been worn. The chance of successfully destroying part of a barricade is generally half the hit percentage of the attack used. A notable exception is the Crowbar, for which the hit odds are not halved, giving it a 20% chance of destroying part of a barricade. The crowbar is tied with the Fire Axe as the most efficient survivor weapon for destroying barricades.

A zombie with Death Grip boasts an approximate 25% chance of successfully destroying part of a barricade (the best odds of de-cading in the game.) Successful de-cading changes the building description (if appropriate,) and grants 1 XP if the player is a zombie. Sometimes barricades will "creak" when attempting to destroy them. This does not indicate a weakening of the barricades; only an unsuccessful attempt.

Entering Barricaded Buildings

Zombies cannot enter a barricaded building and must tear barricades down completely in order to enter. A zombie cannot enter a building in which the door has been secured unless the zombie has the Memories of Life skill. Survivors cannot enter a building that has been barricaded to heavily barricaded or higher from directly outside. If a survivor has the Free Running skill, the survivor may enter a building at Heavily barricaded or above by moving from inside an adjacent building.

Typically, important buildings that are barricaded heavily by survivors have designated Free Running entry points nearby that are maintained at "very strongly barricaded" or lighter. Buildings such as Hospitals, Police Departments and Fire Stations vary as to whether they are optimally extremely heavily barricaded (EHB) or very strongly barricaded.

Survivors have come up with a system of barricade plans to advise on the desired levels for buildings in each suburb. Raising the level of VSB entry points above the desired level is often referred to as overbarricading. This can also occur suburb-wide when a typically safe suburb is overbarricaded to the extent it is hard to find any points of entry.

Exiting Barricaded Buildings

Any player can leave any building at any time. It is impossible to be trapped inside a barricaded building (though heavily barricaded fort gatehouses can restrict the blocks or buildings a player can exit into); a user can always click on an adjacent square to leave a building. Players can also leave buildings which are barricaded up to and including "very strongly barricaded" by clicking the Leave Building button. Attempting to leave a "heavily barricaded" building using the 'Leave Building' button, will waste no AP, but the game will respond:

The building has been so heavily barricaded that you cannot leave by the main doors.

Barricade Levels

Barricades have multiple levels, that show their approximate strength and indicate how many AP it will take to destroy them completely. Each level has its own intricacies and build rates. These rates are the base odds and do not account for dark buildings or zombie barricade interference.

Doors Secured

Approximate Build Rate: 100%. Even ruined buildings can have the doors closed. Numbers of Successful Attacks For Destruction: Only a zombie with Memories of Life can open a door. Sub-Levels: None.

Closing the door is the first and most rudimentary form of barricading. Even zombies are capable of closing doors if they have Memories of Life.

Loosely Barricaded (LoB)

Approximate Build Rate: ~99%+ Number of Successful Attacks For Destruction: 1 Sub-levels: None, Loosely consists of only 1 barricade sub-level.

Loosely Barricaded is the lowest possible level of barricades. This is the only level of barricades attainable without Construction; with the use of a length of pipe any survivor can create loosely barricaded barricades.

Lightly Barricaded (LiB)

Approximate Build Rate: ~99% Number of Successful Attacks For Destruction: 2-4 Sub-levels:Lightly, Lightly+1, Lightly+2

Lightly Barricaded is the second level of barricades after Loosely Barricaded, it is also considered a weak barricade. Lightly Barricaded is the first level which requires Construction to build and is the first level with barricades sub-levels.

Quite Strongly Barricaded (QSB)

Approximate Build Rate: 97.8% Number of Successful Attacks For Destruction: 5-7 Sub-levels:QSB, QSB+1, QSB+2

Quite Strongly Barricaded is the third level of Barricades. Because most buildings are advocated by survivors to be at least "very strongly barricaded," buildings at QSB can generally be assumed to be in the process of being built up or being destroyed.

Very Strongly Barricaded (VSB)

Approximate Build Rate: 85.1% Number of Successful Attacks For Destruction: 8-10 Sub-levels:VSB, VSB+1, VSB+2

Very Strongly Barricaded is the last level where entry from the outside is possible for survivors; as such it is one of the two most frequently promoted barricade levels in Malton and a standard for entry points on any barricade plan. Specifically, the highest sub-level of VSB is generally recommended for entry point barricades. This sub-level is referred to variously as VSB+2, VS+2, VSB++ or VS++.

Heavily Barricaded (HB)

Approximate Build Rate: 61.5% Number of Successful Attacks For Destruction: 11-13 Sub-levels:HB, HB+1, HB+2

Heavily Barricaded is the first level of barricades for which the build rate is near 50%. While heavy level barricades provide more protection they also restrict survivor movement into the building.

Very Heavily Barricaded (VHB)

Approximate Build Rate: 38.0% Number of Successful Attacks For Destruction: 14-16 Sub-levels:VHB, VHB+1, VHB+2

Very Heavily Barricaded is the penultimate barricade level. It is the first barricade level for which failure is more common than success when attempting to add to the barricades.

Extremely Heavily Barricaded (EHB)

Approximate Build Rate: 20.5% Number of Successful Attacks For Destruction: 17+ Sub-levels:EHB, EHB+1, EHB+2, EHB+3, EHB+4...?

Extremely Heavily Barricaded is the final level of barricades. There is some debate as how many sub-levels of "extremely heavily barricaded" there are. It is known that there are at least four and suspected that there are as many as seven possible sub-levels.

Barricade Materials

The following is a list of items that are used in specific locations around Malton.

Barricade Materials per Building Type
Building Type Barricade Materials
Bank some loose planks
(Office) Building a chair


a filing cabinet
a table
some loose planks

Church a broken door


a chair
a large cross
a lectern
a pew

Cinema a popcorn machine


a row of seats
a vending machine

Club a chair


a speaker

Fire Station a broken door


a chair
a metal pole
a table
a vending machine
some chairs
some sandbags

Hospital a chair


a desk
a gurney
a wheelchair
an empty bed
some chairs
some furniture

(X)otel a bookshelf


a broken door
a cubicle divider
a desk
a drinks machine
a smashed desk
a whiteboard
a wooden crate
some loose planks

Junkyard a wheelbarrow


some loose bricks
some junk
some planks of wood
some tyres

Library a broken door


a chair
a desk
a display case
some books

Mall a dining table


a mannequin
a plastic barrier
a 'sale' sign
a smashed television
a sofa
an armchair
some plastic seating

Museum a broken door
NecroTech Building a bookshelf


a broken door
a chair
a cubicle divider
a desk
a drinks machine
a filing cabinet
a sofa from the lobby
a lab bench
a piece of lab equipment
a smashed desk
a table
a vending machine
a whiteboard
a wooden crate
an empty medical cabinet
some empty boxes

Police Dept a bench


a chair
a cupboard
a vending machine

Pub a bar stool


a chair
a jukebox
a metal barrel
a table
an arcade machine
some chairs
some plastic crates

A Petrol Station Charcoal Briquettes
Railway Station a chair


a trolley
a vending machine
some seats

School a filing cabinet


a locker
a table

Tower a fridge


a microwave
some loose planks

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