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Urban Dead

 
  

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Supaglue
08:54 / 19.10.05
Wow! Krinks Power station in Williamsville (36,93) is twice the size of the one in Dentonville! That said, looks harder to defend.
 
 
grant
16:04 / 19.10.05
Yeah, believe or not, I actually checked both out on the "world view" maps to see which one had the best resources/barricadability. Definitely Dentonside (mainly because it's against a wall).

That said, Alan may attempt to join you down south, since I get shy about him and Raul being in the same space for too long. I'm loading him up with syringes and first aid for the trek.
 
 
Supaglue
16:41 / 19.10.05
Cool, but that's my Z that is down at the Williamsville PS. My two Humans are heading for Dentonside now.

I'm not worrying too much about them both being in the same area. There's enough places around the PS for both to hide and have a 'completely seperate existence'. Tehre's been no probs with them both in West Boundwood, they're always few squares away at least. I may leave one in a neighbouring suburb for early warning.
 
 
Triplets
16:47 / 19.10.05
BTW, can anyone check the local UD zombie forums to see if we've been rumbled yet?
 
 
Triplets
19:22 / 19.10.05
Oh, I am most annoyed now. I've spent close to 50+ action points trying to find a reviv syringe and I keep find these fucking. GPS. units.

Sorry, mate, can't revive you! But I can tell you (to the nearest ant) the precise location of your reanimated fucking corpse!
 
 
STOATIE LIEKS CHOCOLATE MILK
19:30 / 19.10.05
Looks like the Rye Arms isn't safe anymore... I'm dead and infected. BALLS. Any of the power station posse fancy doing a revive?

Also, anyone NOT doing the power station thing fancy doing a revive on Victor Kiam? Will travel...
 
 
Triplets
19:36 / 19.10.05
Er, Stoatie?

You are inside the Rye Arms, an abandoned pub. The building has been very strongly barricaded. Also here are gregorij (60HP), poverty (50HP), Phyrephox (60HP), Boogaloo Shrimp (50HP), Raul B Grafton (50HP), Sonny Crockett (60HP), Samuel Orne (50HP), spine (50HP), Beshoup (50HP), Raverrn (50HP), Tiraxus Jones (50HP), silverphantom (50HP).

Looks safe here. How the fuck do you keep dying?
 
 
kowalski
20:10 / 19.10.05
As depicted above, Gregorij has arrived.

I vote we call our faction Faculty X : )

Can someone who's done some recent recon tell me what the rest of the suburb is like? The blocks immediately west of us are pretty tame, no more than one or two zombies, but I guess things to the north are a little hairier?

I have five syringes. I have four first-aid kits. I have 47 rounds of pistol ammunition. I have six shotgun rounds.

Does anyone have any suggestions for game plan? Tomorrow I'm going to do a recon and get myself oriented with the suburb, but my default suggestion would be to clear (if necessary) and barricade the two adjacent structures. It'll add a bit of protection against one or two zombies hitting the pub, getting lucky on the 'cades and then munching someone or passing their bite around and infecting the lot of us. (if it's the only barricaded building around it stands out despite its lacklustre search possibilities)

We're going to have to deal with the clutch of dead at the hospital sooner rather than later. Hospital vultures tend to eat a large percentage of newbies and that does some serious damage to the district's overall security. I can all but obliterate them in one pass with my current syringe stash, and if they're not dead-enders but proper roleplayers that may make a significant safety difference for now.

Then we can start working on the power station itself. We should barricade the station and every building around it. We'd be best to divide our forces between the two station blocks so that all our eggs, first aiders and syringemen aren't in the same basket and we can recover quickly from an isolated night-time strike.

There's an NT office just inside Houldenbank, though it sadly requires crossing open ground to get to. Reviving problem zombies is a far more effective strategy than shooting them, especially now that Ankle Grab has been introduced, but when things are hairy whatever works. The PD isn't close - round trips from Tolman are 14 AP freerunning and 16 through the open - so those who only have firearms skills are going to have to try to be extra efficient with their ammo usage.

Now, who all that's currently in the Rye Arms is 'lith, and who's still on their way?
 
 
STOATIE LIEKS CHOCOLATE MILK
20:59 / 19.10.05
That's so weird... I must have logged in as the wrong character (that great UD feature) and carried on with what Victor was doing...

Anyway, I'm down by the power station now. If I make my way back to the Rye and say "Mrh?" a lot, can anyone help a zombie out?
 
 
STOATIE LIEKS CHOCOLATE MILK
20:59 / 19.10.05
Either that or I went back to the wrong pub last night...
 
 
Triplets
21:04 / 19.10.05
Stoatie, what's the ID number of your zombie? We can put him in our contact lists so we recognise him.
 
 
Triplets
21:05 / 19.10.05
Also: kowalski have brane.

I'm going to need about 5-6 days to build up a comfortable stock of ammunition and first-aid kits.
 
 
Billuccho!
21:56 / 19.10.05
Stonewall Jetson will head to the power station within a day or two, provided he amasses the necessary ammo and has APs left over...
 
 
P. Horus Rhacoid
22:20 / 19.10.05
I already barricaded the two buildings adjacent to the Arms earlier today, for just that reason. Looks like the one to the right- the Pape something-or-other– took some damage, so I just built the barricades up again there.
 
 
Billuccho!
22:30 / 19.10.05
Or not. Stonewall's been gangbanged to death by zombies when I looked away for ten minutes. Dammit.
 
 
STOATIE LIEKS CHOCOLATE MILK
23:09 / 19.10.05
Wheelie Godbaby's 105454, if the ID number in the URL's anything to go by... he's gonna shamble to the Rye Arms, I guess, and hang around outside.
 
 
---
04:51 / 20.10.05
If Tollyton and Roftwood fall, which might happen by the looks of things, them being so close to the fallout of Fort Creedy and the already big Zed population in the area, I'll head over to the Rye Arms with Tekinden.

Maybe it'd be an idea to tag a building somewhere nearby and use it as a revive point?
 
 
Axolotl
08:07 / 20.10.05
Kowalksi's plan does makes sense. I'd say perhaps one tactic is to barricade all the buildings in a relatively large area and have the area as a whole be the stronghold. One building alone can always be overrun, especially as our group is relatively small compared with some of the others out there.
*Threadrot* Kowalski - inspired by the classic "Vanishing Point"? *End threadrot*
 
 
Supaglue
08:47 / 20.10.05
Bah. Supaglue's still on his way. Had to hide out form packs of Zs and stock up.

Electric Boogaloo is still stocking up in Boundwood.


Good points Kowalski. Maybe we should have a roll call and set up duties/designated safehouses?
 
 
w1rebaby
10:42 / 20.10.05
fuck it

Fort Creedy got overrun last night, while I was at work, with me in it. Never thought *that* would happen.
 
 
Supaglue
11:29 / 20.10.05
Got three syringes on my character but he's moving through east Boundwood at the minute...
 
 
Sax
12:17 / 20.10.05
Can someone revive me? Where should I go?
 
 
grant
13:06 / 20.10.05
Where are you? I've got an NT employee in Quarlesbank who could reach you if you're relatively nearby.

----

Raul has gone from Rye Arms to the Mall in Vinetown. The SW corner is accessible for non-FreeRunners like me. There seem to be fewer zombies between here and there than there were yesterday. There is 1 hanging outside the Rye, and one inside (who I'm presuming is Stoatie). The mall is I think 15 blocks WSW. And full of first aid kits!
 
 
grant
13:26 / 20.10.05
BTW, there was something interesting on the wiki yesterday -- a thought I hadn't come up with.

OK, so characters who you don't play for 5 days are hidden by the game, right? They just disappear. But if you then go back and log in, they're still there, waiting for you. Presumably with all their goods, just as you left them.

This is just *slightly* odd when dealing with one character (suddenly, someone new appears in your very, very heavily barricaded safehouse!). But if you had a group of 5-day sleepers, you could do some ssserious ambushing.

This seems like it'd work best in a zombie-vs-human scenario, just sitting around in some inaccessible, desirable spot for five days until you and 10 or 20 of your buddies vanish, then have an accomplice lower some of the barricades until a large party assembles, then wham! You rise all at once.

I think the same thing could work the other way around, with NT employees loaded with syringes.

Anyway, something to think over.
 
 
---
13:43 / 20.10.05
Fort Creedy got overrun last night, while I was at work, with me in it. Never thought *that* would happen.

You mean the night before?

http://www.barbelith.com/topic/21987/from/770#post507716

I was just as amazed, and I was on the other side. Not even The Many pulled off something like that. We found out later on that it was due to the rare luck (for us anyway) of another Zombie group attacking at the exact same time as us, and in the same place.
 
 
w1rebaby
14:28 / 20.10.05
Must have been - I've not been on for a couple of days.

Levels 19 and 16 (I think) too. Bah.
 
 
grant
15:34 / 20.10.05
Oh yeah, there's a lot of sniping back and forth on the UD wiki about the possibility of spies and collaborators tearing down barricades & whatnot.

It's funny, that wiki. Half of it is really obsessive analysis (the stats on item searches are amazing), and the other half is like imaginary histories of Malton's plague written by 14-year-olds.
 
 
---
16:59 / 20.10.05
Oh yeah, there's a lot of sniping back and forth on the UD wiki about the possibility of spies and collaborators tearing down barricades & whatnot.

Yeah, that seems to happen almost every time a strong Human safehouse falls nowadays. It's even been happening in the forums today, in the thread about Hildebrand Mall.
 
 
w1rebaby
19:43 / 20.10.05
There was definitely a lot of paranoia within Fort Creedy about spies, to the extent that "kill any level one who doesn't talk" was sprayed inside the armoury. I don't really see how much difference spies could make, though. They were organising things on an external board, and in any case, everybody knows that there were loads of survivors there - it's not like the attack rested on knowing when people were going to move out on a rescue mission. They just broke in and fucked everybody.
 
 
STOATIE LIEKS CHOCOLATE MILK
20:49 / 20.10.05
Huzzah! Both Victor and Wheelie are back in action, and Wheelie's finally managed to meet up with the Rye Arms posse again.

This may be interesting/useful to people in general: (from the UD boards)

I's like to inform you about the Malton Red Cross, we'll both revive and heal anyone that ask for it. We're based in Chudleyton right now, more precisly Cuthbert General Hospital.
We're not strong in numbers (yet) but we'll do our best


Victor was on his way to find them when he got revived anyway, so I don't know if this is still a going concern, but the above was only posted a couple of days ago.
 
 
Sax
06:25 / 21.10.05
If anyone's still in the Rye Arms, I'm standing right outside. With bits dropping off me. Can anyone revive?
 
 
Sax
06:59 / 21.10.05
Phyrephox, stop attacking me you git!
 
 
Axolotl
07:46 / 21.10.05
Oops, sorry Sax, my mistake. I really ought to check in here before Urban Dead. No permanent harm done though.
*hides lopped off bits of Sax behind some rubble*
 
 
Sax
07:58 / 21.10.05
I'm just going to stand here quietly outside the pub until someone revives me and buys me a drink.
 
 
Supaglue
08:42 / 21.10.05
Its a long road to Dentonside....

Currently on the fringes of Lamport Heights. Zs everywhere north of the suburb and in East Boundwood.

Also, Supaglue has made the mistake of going through Shearbank - still heavy with Zs. Will be lucky to last the day.

Absolutely Chocka with Zs all the way from Shearbank through Barville, Pimbank and through to Pitneybank - Which is close to you guys in the Power Station. Think they're heading West though.
 
  

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