User talk:TripleU/New City

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Although

Different set ups surely suggest plans can change? --Rosslessness 12:15, 8 June 2012 (BST)

Absolutely. I've been designing these characters based on the assumption that there would be no syringes or standing after headshot, and that the city would start unbarricaded but filled with the living. In different situations:
  • If the zombies start their bloody wrecking ball of death earlier than expected, my characters would still use the same methods to survive, but would die earlier.
  • If buildings start out with barricades, more of my characters would prefer free running to construction.
  • If Malton is converted into a perma-death city as a way of closing down UD with style, I think I'd keep my many Maltonians and make these nine, although I'd give IP hit priority to the Maltonians. Many of my Maltonians could be converted into survivalists without the role play being unrealistic; I can think of only one who couldn't be persuaded that personal longevity is more important than hastening the end of human life.
  • If nothing is implemented to prevent this, I'll have my characters take long dirt naps when they die. This is so they can be safe without using IP hits. If headshots are fatal, the fallen will stay on the ground for a very long time before standing to fight.
  • If headshot is not fatal, my zombies would stand and occupy ruins, but my living characters would always receive priority when it comes to IP hits.
  • My primary concern is easily-exploited inactivity. If idling a character for five days is all it would take to make them invincible, I'd grow them each to level five or six (having only three active at a time) then idle them all until this changes. I would not enjoy using this tactic at all, but to not use it would be inexcusably dangerous, IMO.
All of my characters would begin with the strategy of sleeping in EHB dark buildings (or if there are no dark buildings, EHB non-TRPs that aren't in free-running lanes), with the exception of Elizabeth, who has a more unique idea. Once the flesh hits the fan and the majority of buildings are ruined, I'm not sure what to do. They could work in groups to repair and EHB a buildings, sleep there until it's discovered, and then relocate and repeat. Or they could use their HIPS. You've had characters survive into these stages Ross, so you're an expert of sorts. Do you prefer barricades or HIPS? --VVV RPMBG 21:53, 8 June 2012 (BST)
  • First of all. Never hide in junkyards or churches, in early game. No doors means that you're vulnerable to even level one zombies. In later game, junkyards are a godsend; unruinable and easily barricaded.
  • Go slow. There's probably only going to be a dozen of us mapping the place this time, so find an area and set up infrastructure. With BHW, on day one, I found a factory and just clicked search as much as possible. Axes, toolboxes, gennies and fuel. Once you get this, find a trp (I suggest a hospital) and power the place. If Spawning acts the same way as previous, you'll soon have loads of characters appearing at the only powered hospital in your area. Look at borehamwood. Its no coincidence most groups were founded at PD's.
  • Be proactive. Set up a radio network. Worked a treat with only a handful of locations. But most importantly, try and sort out the pk'ers early. Game Over in BHW were a huge issue early on, and only with tracking, forum organisation, and, well running up to them and shooting them in the face was the threat contained.
  • Never bother with pipes. Pipes=Cades, Cades=XP for zombies. A survivor can level without seeing a zombie.
  • Be devious. For instance Rage. I know people who asked friends to create a survivor and send them to a location and stand there. Then whole hordes of zombies went there and got lurching gait for free.
  • Your end game plan is, well flawed. On the surface its great, but its an AP war. To break it down. "They could work in groups to repair and EHB a building, sleep there until it's discovered, and then relocate and repeat." Firstly, Not singular, plural. Buildings. I'm going to use Newtown for my examples, because as of my death I knew it to be free of survivor influence, and won't give away any of the BHW hiding places. The trick is number of buildings. It takes a zombie many more AP to ruin a VSB building then it does to repair it. The tipping point is Decay. So regular repairs of buildings is key. Establishing several clusters say, 20AP apart means that the zombies should always be one step behind. Of course in this setup, routine needs to be broken with HIPStering, junkyard camping and misdirection. A good example of a cluster would be a factory [306,64] (MV) Good TRP's, a dark, some useless buildings to sleep in.
  • Following on from these comments. "Sleep in them until discovered." Don't do this. Sleep in them until your AP is recovered, pick up some supplies, then go fix something else. Ideally you want to be gone before the zombies arrive. Whilst they are chewing the cades, you want to be setting up another cluster, say Tea Way Railway Station [304,75].
  • Stay away from the sights. To this day there are active zombies in the Big Brother House. It's not even useful. Likewise Malls, and army bases are a big magnet. My advice? Swing by every 3 or 4 weeks, and repair one corner. Keep resetting the cost and use your shopping ability, but never, ever hold them. Repair the whole thing as a distraction, but you will never win a siege.
  • Basically you want to be a ghost. You want the zombies to see nothing but cades, and empty buildings. They'll get bored, Frustrated, and give up. BHW had three celebrities. Me, the guy who ran the meta survivor group and the guy who ran the splinter survivor group. Everytime zombies broke into a building, they'd target the meta bloke. We never ever needed Diagnosis, we just healed him. I never got targeted because, I'm a charming motherfucker, who actually updated wiki pages, and occasionally gave away almost entirely inaccurate (there always has to be a grain of truth) location data. With hindsight, a totally passive survivor group would have been more successful.
  • Oh, and don't ask for Snow to be implemented. Especially when you're hipstering in a perma death city the same day.
  • Does that make sense? --Rosslessness 11:59, 9 June 2012 (BST)