Guides:Guide to Forming Groups Part 2
Continued from Part One.
Read what applies to you.
UNDER CONSTRUCTION
Your Survivor Group: A Timeline
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 managing and maintaining your established 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 seen in these groups and in others. 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 group-hood to be underwhelming. Recruit aggressively however you can. Accept as many interested players as you get- you won't be attracting exactly the best and brightest at this point, so you can't afford to be too choosy.
Your focus here should be learning how to survive effectively in most situations and developing your identity as a group.
To develop your identity 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 the fine details later, but you need eliminate confusion and aimlessness by thinking about membership standards, chain of command, long-term and short-term goals, barricading policies, reviving policies (if any), the exact role in Malton you plan to take and anything else that might come to mind. The rest of your identity will come about naturally, as your group develops a personality and some favorite tactics.
Suburbia 101 in the Group Strategy section gives some tips on basic group survival.
Recruits
Not all recruits are equal in the eyes of a group leader. In the interests of simplicity, I will list some typical recruits you will be likely to encounter, in order of good to bad, and how to handle them. Not all recruits will neatly fit in these categories, use your judgment. All will be referred to as male for simplicity. "Discipline/punishment" means warnings, demotions, and possibly kicking out of the group.
- The Badass- The ideal recruit. He's loyal, mature, competent and friendly, all almost to a fault. He can be left to his own devices without causing any issues or messing up too badly. Keep him close by your side and treat him well.
- The Normal- A fairly "ordinary" person. He has nothing wrong with him. He's reasonably loyal, moderately competent and a pretty nice guy overall. Treat him like you treat the Badass.
- The Talker- A colorful, strong-willed sort. He talks a lot, has a lot of quirks, and wants attention, but is usually reasonable about it. He may cause trouble now and then, but he spices up the group and makes it fun. Gently reign him in if he gets out of control, but otherwise indulge him.
- The Obsessed- Very dedicated to UD and your group and spends more time than is healthy on the wiki, the game and your forums. This is good, as you can harness that energy, but beware that this sort of player often burns out and quits. Give him something useful to do and make sure he doesn't overdo anything.
- The Ghost- This recruit is silent- he barely communicates and instead silently works behind the scenes. His dedication may be questionable, or his real life is just busy. He doesn't follow group announcements/orders much (due to lack of communication) and doesn't add to "team spirit." Find a reliable way to get orders to him and or convince him to be more active, if possible.
- The Fool- Well-meaning but just too eager. Although enthusiastic like the Obsessed, he often skips reading orders or group rules in his haste to get things done. Has a tendency to piss off others. Keep a very close eye on him, and don't be afraid to discipline him if he insists on doing something you don't want.
- The Bum- Does almost nothing and isn't competent. He just punches in and punches out and will very likely leave the group at some point. Too lazy to do much good. If you can, convince him to be more active. Otherwise, don't count on having him around.
- The Wannabe- Ambitious and talks big, but has nothing to back it up. Not loyal, mature or competent. He may end up backstabbing you or leaving for another group. Keep him very close, and ensure he can't do much damage if he wants to ditch or attack your group.
- The Drama queen- Wants positive attention and reacts immaturely to negative attention. Prone to drama (obviously) and is very emotional. Be careful what you say, and find a good way to shut him up when he's engaging in drama. Punish him when he overdoes it, and don't trust him too much.
- The Trenchie- An aggressive idiot. He just wants to go out an kil tem zombiz!1111 Unlike the Fool, actively *ignores* orders and policies you set out for him and does his own (likely idiotic) thing instead. Unless you're fine with this, discipline him regularly. Don't trust him under any conditions unless he wisens up.
- The Jerk- Your everyday asshole, who either derives most of his pleasure from suffering, including yours, or just does not give a damn about other people. Even if you can harness his energy well, he'll eventually turn on you one day once bored. Exclude him from important matters and immediately bring the hammer down hard when he steps out of line.
- The Closet Zerger- Self explanatory. Punish hard immediately upon detection and strongly consider kicking him out, considering this sort is likely an enemy spy.
Fun fact: A way to filter out Fools, Bums and Trenchies is to have all group applicants follow easy but specific and unusual instructions in order to get in your group. Chances are the Fool and Trenchie will skip it and make the standard "I can haz let in?"-type of application, and the Bum will be too lazy to go through with it.
Getting Established
Once your group has enough enough strength and experience to adequately defend itself, you will need gain influence and establish your group as a real force in UD, through knowledge, allies and even more recruits.
Knowledge
Allies
Propaganda
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Going to War!
Sooner or later, you'll get established, and you'll want to do more than simply survive and fend off the zombie menace. Unless you're a non-aggressive reviving- or roleplaying- based group, you will want to take the initiative against the undead and drive them out from where they threaten you and yours. And this is the section for triumphing over the undead menace.
Your Strikes/Raids
If your group is a decently well-organized on, you need to organize strikes, also known as raids, which are attacks in which multiple of your members coordinate in real-time to accomplish the same goal. Strikes usually require that you use an IRC of some kind for quick communication.
Strikes are important because they allow you to pool individuals' AP into an large-scale attack before your enemy can react or recover. Purposes
Victory/Defeat
If you win your first battle, learn to make the most of it. Add a written record of it to your propaganda, secure the territory you have gained, throw a party for morale purposes, and remember what you did right and try to do that again. If any enemy groups were defeated, tell them they were a worthy opponent or don't talk to them at all. Don't cause drama by gloating or insulting.
On the other hand, you must also learn how to take defeat well. This means moving to the nearest safe suburb, reviving your dead, restocking on supplies, achieving some easy goals to recover morale, and most importantly, learning what you did wrong so that it doesn't happen again. Morale will take a hit, but it won't be too bad if you stay upbeat about it and improve from the experience. And possibly vow to take revenge and win in the same scenario in the future when you are stronger. That'll pump up your troops.
Bounty Hunting and You
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Scoring Big
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Your Expansion
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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."
Ghost Towns
Sometimes, you'll want to re-populate a ghost town for some reason or another. Guides:Ghost Town Reclamation- This guide pretty much covers everything about taking back a ghost town. Recommended reading if you plan on taking back ghost towns anytime soon.
Nomadism
Consider nomadism, the act of moving constantly without a fixed home suburb, if you feel up to the challenge. It provides more opportunities and more adventuring and you get to meet enemies when you decide, not when they come to you. However, it is a lot of work
Nomadic groups include the AZS, the MOB and the Skynet Defense Network.
Keep in mind that you will have to ditch your home
A compromise is halving your group into a nomadic arm and a stationary arm. This is a good idea if you want to experiment with nomadism.
Mixed nomadic/stationary groups include the Knights Templar, the RRF and the Wraiths
Maintenance
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Leaving your group
All good things must come to an end. Eventually, you may want to or are forced to leave Urban Dead and your group. When you do, your group doesn't have to end too. Just pick a good "heir" to appoint as the new leader, make sure your heir knows what you want the group to be like and say good bye and give everyone closure instead of rudely disappearing.
If you feel like coming back to Urban Dead, make up your mind to either return and stay for a while(and whether or not you want to re-instate yourself as leader) or just check up on the group and then leave. It's frustrating when a respected leader says he's back for good and then mysteriously disappears two week later.
And, if your goodbye is indeed final, make your departure epic. Not merely saying "I had a fun time, bai gaiz!" Too many good leaders do that. You ought to go out in a blaze of glory. Beer-bottle zeds to death, set a PKer on fire, make a fiery goodbye speech that would fit right into Patton, host the craziest IRC party ever, inspire the troops one more time before leaving and so on. Don't go gentle into that good night, have a blast! It's the badass thing to do.
Group Strategy
Good/Bad 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 useless in the first place. Don't let it happen, scan before reviving! Randomly reviving 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' forum with an alt as a member- This is unethical and an indicator of a total lack of decency. Don't do it.
- How to handle 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.
Suburbia 101
There are a number of basic procedures to keep you and your members alive. These are the basic defensive survivor tactics. You already know how to survive as an individual, but this a refresher course for what to tell your members to do. Read survivor guides on this page instead of this section if you are interested.
First thing is, not all buildings were created equal. Just as some are better to search in, some are better to sleep in. Sleeping in TRPs, especially Malls, Forts and NTs, is a bad idea. They attract PKer and zombie attention. Forts in particular are huge zombie and PKer magnets, which is why forts are usually ruins. Churches, and large buildings (mansions, power plants, cathedrals and stadiums) are also bad, because though less valuable than TRPs, they're hard to defend. So, do your best to avoid ending your day in TRPs, Forts, and other large buildings.
Better places to sleep include "boring" buildings, such as museums, libraries, junkyards etc., as these don't attract unwanted attention. The best sleeping spots are dark buildings, especially without generators, since zombies and PKers that waltz in will have reduced accuracy. Do note, however, that you can't detect or dump bodies in dark buildings, so if someone dies in a dark building, get out ASAP. Also, rule of thumb- any non-TRP with more than ten survivors is unsafe to sleep in because zombies will eventually find out that there is a lot of food and will break in and kill everyone. Don't put your eggs all in one basket- spread your group members out in buildings that aren't heavily occupied.
As for defending TRPs, the order of priority for survivors and zombies goes roughly: NTs/Malls > Hospitals > Auto Repairs/Factories (gennies = life!) > Fire Stations/PD > everything else. Your priorities may differ, but that's what I have found works for me.
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 is situational and not recommended. You lose the scouting bonus, and with it your 30 AP, if you die or the building is ruined and scouting is useless if you can't be near the building, all which happen a lot. 5 bonus AP a day and getting more out of your favorite TRP is tempting, but only scout if you plan on being in a very safe suburb for a while. There is more detail on it here.
Keeping zombies out of buildings- The best method is having members scout around, taking note of the general situation and any building that needs help. In addition, Barricade Strafing is a good tactic to prevent break-ins and waste zombies' AP. Simply "strafe" a bunch of buildings, and watch as zombies futilely flail against the 'cades. Such buildings can be easily used for Pinatas however, so be careful.
Now, dealing with zombies in buildings. If the building has more a few survivors, killing and dumping is a good idea if survivors outnumber zombies at least three to one. Otherwise, find another way to help out, because they're probably screwed. Remember, you can still barricade with only one zombie inside, so a good option is secure the building with 'cades and let the other survivors deal with the zed. If the building has no or few survivors, it's your call, but know that some break-ins are not worth handling.
If the building becomes a ruin, kick out any zombies in there and pay attention to repair cost- the longer it's ruined, the more AP it costs. If there are too many zombies inside, wait. The crowd will disperse, then once the numbers inside are manageable should you start repairing, with in a strike if necessary. If there are still too many zombies after a week or so, chances are there's a zombie group dedicated to holding the building, in which case you have to ask yourself if taking the building is worth it.
Sometimes, the whole suburb will become one big red ruin. You have two options then: move out or hide. Moving out is wise if you have a nearby safe suburb. Just move out, restock, and help reclaim the first suburb with the second suburb as your temporary base. The second option, hiding, is not so easy, but may be necessary if you don't want to abandon your home or if there is nowhere safe nearby. In that case, I recommend hiding in plain sight. It's still risky, and hardly glorious, but it sure beats dying endlessly.
So, what to do if you do contract a nasty case of death? 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.
If your group does revives, coordinate by making a "revive request" section of your forum (whether it's public or private depends on how generous you feel), and consider making a private, group-only revive point, which allows your revivers to stick group members without having to look through random zombies. This revive point should be near an NT for convenience. Also, revivers should add your group members to their contacts lists, so they can identify and needle dead teammates without the need to scan and save precious AP.
Finally, as said before in this guide, pissing off people is a bad idea, 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 try anything that could be interpreted as obnoxious, think of the consequences.
Active Defense
When going beyond merely defending yourself and working on actively fighting zombies instead, step one is to know your enemy.
At equal levels, zombies are superior to survivors in almost every way. That's a fact.
Zombies can recover from death with minor penalties, attack more efficiently, infect survivors, death-cult if revived, interfere with survivors by sleeping in the right place, and attract more zombies via feeding groans. They are also generally better-organized, have more PKers on their side, and don't need supplies.
Survivors have the advantage of barricades, short bursts of high damage via firearms or combat revives, and, usually, a slight advantage in total numbers. That's it.
I know, it sounds bad.
The lesson NOT to take from this is "you're screwed because zombies will win in a fight." The real lesson is "you should avoid taking on zombies in a direct fight."
You will get nowhere when you try to beat the undead up or knock them down to win the battle. Don't meet force with force- you will be eventually worn down, while they will stand back up over and over again. Instead, you should keep them from getting to you in the first place.
I have earlier stated that survivors have only three advantages over zombies. It turns out that the first can cancel out many zombie advantages. So it's not as bad as it sounds. On average, it takes zombies 4 to 5 AP to take down what survivors spend 1 AP bringing up. That's why survivor victories almost always happen behind barricades, and survivor defeats happen when barricades go down. With wooden boards constantly presented to them instead of brains, zombies will eventually will leave the suburb in search of better eating elsewhere.
Based on these facts, you have three options when at war with zombies, especially organized zombies- outlast them, frustrate them and dodge them. Know that everything previously mentioned in Suburbia 101 and the Force Multipliers section in Part One still applies, so you should review those sections.
Now, simply outlasting zombies is the most common and easiest method, but also the one that takes the longest.
- Have the right supplies. You want DNA scanners, syringes, FAKs (lots!), ammo, and toolboxes (for fixing ruins and generators). If lots of other survivors are around, you can rely on them for extra FAKs, gennies and fuel. If not, pack those as well.
- Know your priorities. You want to protect what benefits you most. Mall > Library, for example. Now, if the Mall or another TRP is screwed and inevitably going down, don't waste your AP on it. Grab what you can while you can, and focus elsewhere.
- Be careful with AP. Don't dump it all into keeping your ammo overflowing or something. You might find yourself short of AP when zombies break into a nearby building hours later and you can't do anything to help .
Eventually, you'll find the zombies will be discouraged by lack of food or bored by lack of action and so will leave.
The second approach is frustrating zombies into leaving the battle. It's really risky- there's a fine line between royally pissing them off and inspiring them to go "Barhah" on you, and merely annoying them *just* enough so their morale plummets. Frustrating them consists of setting up empty QSB/VSB decoys, taunting them verbally or with graffiti (don't be an asshole, though), combat reviving (choose wisely!), and ZKing with your zombified members or allied life cultists. Again, this method is very risky, and you will have to learn through trial-and-error before it works, but it will pay off well if done right.
The third approach is dodging and outmaneuvering them. Seems fairly obvious- figure out where zombies are attacking and have all the survivors not be there. It's hard to pull off, because the majority of survivors won't listen to you, and some people are very attached to their TRPs. But, if you somehow manage to empty out a target, you'll defeat the zombies by denying them food and XP.
Important note before I get more specific: You are not big damn heroes. Your group are not the super-special dudes who will end up crushing the zombie menace and being adored for you epic zombie-pwning skillz. That what trenchies think, and they never amount to anything. Don't be a trenchie. You are simply a part, although an important part, of the great survivor war machine. Work with other survivors and don't jump into battle thinking you're the Chosen Ones. If you actually are that good, then angels will sing from upon high whenever you shoot a zombie. Unless that happens, check your ego and don't expect special consideration from other survivors.
If that actually does happen, consider seeking professional help.
Sieges
For TRPs, as I have said earlier, you should sleep near, but never inside, of TRPs. Always know how many zombies are outside and how many survivors are inside and how organized both are. Keepat least VHB at all times, kill and dump zombies as they come in, the rest is fairly simple.
If you really need the TRP's supplies, pick a replacement TRP in case the current one goes down and be ready to leave and defend/retake it at any moment.
For Malls, this guide says it far better than I ever could. Read it, or else!
For forts... don't do forts. Seriously. Retake them if you and your allies have nothing better to do, but other than that, stay away.
That just about covers it.
Active Offense
This section is not for the faint of heart. This is about confronting zombies on their own territory and going to war with powerful zombie groups. This means you'll be jumping into red suburbs and reclaiming buildings left and right while fending off dozens of angry zombies.
Pointers:
- Force multipliers, force multipliers, force multipliers. Get them for you, deny them for your enemy. Morale, stealth, coordination, unity and location are the most important, but do not forget the others!
- Know that things can spiral out of hand any time soon. Zombies are players just like you and they play smart, too. They can also adapt to your tactics. They can also bring in allies. They can also try to bore or annoy you out of your minds so that you will leave. Be prepared for if the tables turn.
- Know what your enemies want. Different zombie groups have different buildings that are important for them. The RRF has the Blackmore Building, the Feral Undead has Fort Perryn, Clubbed to Death has Blesley Mall, and so on. Exploit their favorite buildings as a distraction or just avoid those parts.
- Use good judgment when attacking. Picking the wrong fight gets your ass kicked needlessly. Among other factors, you should have a safe suburb nearby you can fall back to if you lose, and you should make sure that there aren't too many zombies to fight at once.
- Know when to fold 'em. If the fight is just too much to handle, there's no shame in saving your ass and retreating. It happens to everyone, zombies and survivors alike. Lose gracefully and minimize losses while doing so.
I recommend reading this if you're planning to retake a ghost town anytime.
Miscellaneous Things
Here are a few guides I recommend for those who want to take their group further.
This is a (much) shorter but still satisfactory guide about the same topic as this one.
Guides:Meta-Careers - Good for learning more about your members' possible roles in-game.
User:Grim s/Grims guide to staying alive - A brilliant guide to individual survivor self-defense. Many, many great tips to not getting one's ass kicked.
Thanks to
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A Final Word
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