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Urban Dead

 
  

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Supaglue
16:37 / 24.10.05
Big thanks to Tekinden, Eon!!

Got a syringe, so will be up for revives tomorrow, when my APs are back up.
 
 
STOATIE LIEKS CHOCOLATE MILK
18:12 / 24.10.05
next time we select a meet up point lets go for one more easily defended and with access to ammo syringes and medical supplies all close by...

Totally. The Rye Arms was a little too far from ammo/medkits for my liking... each restock mission was about a day and a half if you actually wanted to come back with something worth travelling for.

Jukebox was a bit shit, too.
 
 
STOATIE LIEKS CHOCOLATE MILK
18:13 / 24.10.05
Do we have a relocation point sorted? Wheelie's hiding in a PD at the moment (well, last time I looked he was hiding... he better not be munching on brains when I get back to him)...
 
 
Forced into this conversation
18:25 / 24.10.05
You restore 5 hit points to Osama Bin Laden.

Now there´s humanity in action!
 
 
STOATIE LIEKS CHOCOLATE MILK
19:04 / 24.10.05
Please tell me you're called Jesus in-game...
 
 
Forced into this conversation
19:32 / 24.10.05
No, actually I´m Mariah Carey.
 
 
STOATIE LIEKS CHOCOLATE MILK
19:35 / 24.10.05
That's possibly better...
 
 
Supaglue
19:54 / 24.10.05
... Now there's an axis of evil!

Dunno if we're strong enough to take Tolman, but been looking at Krinks Power station in Williamsville - it is bigger and perhaps more difficult to defend, but it is by all accounts, quieter (My Zs around the area), and if you look at the map, surrounded by a three or four fire stations, 2 necrotech buildings below it, and Dribbings PD. Only thin missing is a hozzie, but there's four (!) close by, north in Dartside. Also a mall in Lockettside.

Anyone for krinks?
 
 
STOATIE LIEKS CHOCOLATE MILK
20:23 / 24.10.05
If there's a mall handy, the lack of a hospital may not be such a handicap... how many of us have the Shopping skillz? (First aid kits being one of the few things, along with syringes, which can be used to the benefit of other players...)
 
 
lekvar
00:30 / 25.10.05
PlayDaddy's got mad looting skills and medic skills to boot. I've found that a safe house within 10 blocks of a mall is a pretty good compromise, close enough to make regular raids but not so close to get swept away in the inevitable zombie swarm.
 
 
STOATIE LIEKS CHOCOLATE MILK
05:28 / 25.10.05
I'll head to Williamsville... where we meeting?
 
 
STOATIE LIEKS CHOCOLATE MILK
05:30 / 25.10.05
Whoah... Gulsonside seems fairly overrun...
 
 
---
06:24 / 25.10.05
Krinks Power Station in Williamsville?
 
 
Supaglue
08:02 / 25.10.05
Yeah Krinks Power Station. Seems like loads of stuff there, and behind it (south of the station) there's a warren of places we could barricade up to escape.

Watch Blytheville though, bit busy.

I reckon we should meet up either in Dibbings Plaza PD [34,91] or the Mayer/Missings Necrotech buildings [36/37,95]
 
 
Sax
09:11 / 25.10.05
Fuck, I've only just got to Mitchum Mall and now I'm fucking dead again. Where the hell are we going now?
 
 
sleazenation
09:39 / 25.10.05
Damn. Just found sax and nipped off to find a syringe and my the time i got back, he was dead...
 
 
Supaglue
11:30 / 25.10.05
I'm still in Mitcham Mall, due to head east to Krinks, but I've got a syringe if anyone needs a revive before I go.
 
 
Benny the Ball
13:19 / 25.10.05
Krinks it is - I'm fairly stocked up on first aid kits, but out of ap's and lonely trapped in an obviously just overrun Dentonside - the place was full just recently, now no-one but z's around.
 
 
Isadore
13:35 / 25.10.05
I've got a lv 1 scientist (Muriel Hoppenscotch) holed up at the moment in a Necrotech building in Wyke Hills (53,98) with two syringes she can't use yet, and a lv 1 fireman (Elise Lane, close to leveling) at the Duccan Motel in Dartside.

Mind if we drop in? This is a fun game so far, though I can't see the value in staying in one place for more than a day or two; zombies are sure to hit any shelter that sees too much use over time (as my scientist found out when she awoke in a previously Very Seriously barricaded building to two zombies and wide open doors).
 
 
Axolotl
14:19 / 25.10.05
A few of the guides say that essentially the survivors are waging a guerrilla war and can only win by staging hit & run attacks. There is a certain amount of truth in that, but the challenge of defending an area helps make the game a bit more fun.
I'm wondering if survivors should try and hold a general area, moving from safehouse to safehouse as required, and working on making an area safer (as opposed to completely safe).
 
 
Supaglue
14:41 / 25.10.05
Yeah, Defending something is getting more into teh spirit of things. Its more fun with a group all helping out.

So, you're more than welcome as far as I'm concerned Celane! In fact, your character in Dartside (where my Z is incidentally) is right near Krinks Power station in Williamsville. Fancy being the Vanguard?!
 
 
Isadore
14:51 / 25.10.05
Axe high! ^_^ I'm out of AP for the day, but will scout the area tomorrow morning.

Hmm, I like the 'hold a general area' approach. Keeps 'em guessing, unless a horde shows up, at which point we're all screwed anyway.
 
 
■
17:14 / 25.10.05
OK, think I might just hopscotch down to Williamsville.
 
 
kowalski
18:32 / 25.10.05
The problem is that tactically, security still lies in numbers. Most safehouse break-ins are isolated deals perpetrated by 1-3 zombies. At this point in the safehouse cycle, the more people are in the safehouse the safer any one of them is on account of two factors: 1) the invading zombie(s) are less likely to attack any one character; 2) the likelihood that one of the safehouse residents will go active and kill the zombie/rebarricade before all hell breaks loose is far higher. It's only when the safehouse becomes a target for large numbers of zombies (roughly 50% or more of the house's human population, though this depends somewhat on how coordinated and dedicated the defenders are) that the security equation breaks down.

Because communication and coordination remains difficult, even for groups like ours that communicate off-site, it's very difficult to conduct guerrilla-style operations as a group. Being able to switch safehouses as a group every couple of days would improve our security drastically, but how would we coordinate this effectively between individual time zones and individual supply-gathering activities. Are we willing to coordinate our activities far more closely with one another and commit to menial activities necessary for group success? As players, are we willing to commit to doing things like spending the next two days on watch, holding APs and ammo in reserve and logging in every hour or two over the course of the entire day in order to ensure that the rest of the group, expending their APs on more interesting activities, are protected while asleep?

Operating as a guerrilla on an individual level is easy: Gregorij spent three months doing just that, bugging out of wherever he was staying whenever the local threat level rose at all. He didn't die once until the other day when the zombies came in the back door of the Rye. Operating as a coordinated, mobile group is far more difficult. What are people's suggestions on how we can do that more effectively?
 
 
Supaglue
19:06 / 25.10.05
Good points kowalski. West boundwood had a similar set up:

A handful of distinct bases, (one necro, one hospital and one PD (Train Row) that acted as a fall back position due to its location on the map edge). All near each other, with all the buildings in between barricaded high (but enough to let people in). This should mean that zombies will waste their time on buildings that appear stonger in defence than is actually so.

Organisation of time zones is another key. People checking at different times of the day to keep the barricades up.

Also assigning duties. It can be useful to have a large amount of scientists just stocking syringes, as they can knock a large hole in an insexperienced zombie army. Making sure a flow of medipacs is also useful and can help the lower level characters, who often can't shoot, get exp quickly. A designated revive station a few squares away from the necro buildings allows Zs to be 'farmed' for DNA and to ascertain who is keen to become a human.

This should all work well against small zombie incursions, but ultimately becomes a bit boring. Conversely, nothing can withsatnd a large Z army such as The Many (who will also use human spies - made worse by us reviving them), as they'll eventually just pile up as bodies and keep knocking on the door. So the best would seem to be to fix a place/objective to defend until it becomes too dangerous and then have a planned string of escape routes ready to fall back to, when the signal goes and then choose another objective.

In our case, Krinks power station could soon be crucial in getting mobile phones to work. We can defend the police and fire stations nearby and use south of the station to create rabbit holes to run down if we get attacked. There's an ideal place for a revive point there too. If, as you say, attacks are normally small affairs of 1-3 Zs, they would find it very difficult against a large well organised defence.

And it's larf innit?
 
 
lekvar
19:53 / 25.10.05
Some points to consider-

We have the advantage of being in located in multiple timezones/countries, so chances are good that there's someone paying attention at any given moment, especially those of us who are of a more compulsive bent.

Higher-level characters would be good for sitting back and patrolling the safehouse while lower-level characters go out and get the glory/level up. PlayDaddy would be perfect for duty. All skills are maxed out, so there's no point in actually pursuing more XP. He'd be content to sit in a rocking chair, shotgun at hand, and watch the little survivorlings chumble about. Since he's maxed out on skillz he's multi-disciplinary, a jack of all trades, a warrior Necro-medic. Other level 18+ characters would be warmly welcomed into the Urban Dead "Grey Panthers."

If we want to get seriously obsessive about this we could keep in contact via IM so there's less lagtime between zombie sighting and zombie removal.
 
 
Billuccho!
23:53 / 25.10.05
Okay, Stonewall Jetson has begun his trek to the Williamsville station, so you gits better have been serious about relocating, etc. etc.

Might as well put the plan into action, eh?
 
 
jeed
06:18 / 26.10.05
Cool, postmanpat's managed to shamble down to the carpark (36.94), just south of the power station. If anyone's got a syringe going spare that'd be great. After that I'll get down to getting some more syringes, and getting some barricades up. Ta
 
 
---
06:56 / 26.10.05
I'm not going to be there until tomorrow now. I just did a Bounty Hunting job in Mitchem Mall so I'm out of AP's again. I should be there in 24 hours.
 
 
madfigs #32, now with wasabi
07:09 / 26.10.05
I had let my main character (madfigs) go idle because he was zombified. However, I've recently found out that you don't actually lose all your stuff when you get revivified, so he and his stockpile of ~25 spray cans are on the way to assist in the power plant project.

Meanwhile, my backup character (Boogaloo Shrimp) has been at the mall stockpiling an arsenal. So far I've got 9 loaded shotguns + 1 shell and 9 loaded pistols + 6 clips. Should be reaching the item limit soon I think.
 
 
■
07:13 / 26.10.05
The Bugden building to the north of the station is a Necrotech building, I think. Anyone wanna join me?
 
 
■
07:18 / 26.10.05
Oooh, z's swarming over Barrville. Had to kill Boyd to get past them. Still, got to level up by shambling skills a little. Stay away from Barrville.
 
 
Supaglue
08:27 / 26.10.05
especially those of us who are of a more compulsive bent.

You mean me, don't you? Don't you?! You're not looking at me, but I know you mean me. I HAVEN'T GOT A MMORPG PROBLEM, DO YOU HEAR?! I can walk away from it anytime I want.... so long as I'm in a safehouse.....


There seems to be a swathe of zombies running from Dentonside, through Pitney Bank, along to Shearbankl and also forking to Stanbury village (don't go to Stanbury village whatever you do)

Conversely, my Z is having major problems in Williamsville. It looks safe for survivors. Seen only 2 Zs in the whole suburb. There are 10 bodies around the Power station itself, but each square is extremely heavily fortified. As is the PD and the fire stations. Got killed five times in a day!

Dartside is the same. Its got a lot of police depts and seems to provide a bulwark for Williamsville.

Looks like we'll be ok if we can get there...
 
 
sleazenation
12:35 / 26.10.05
Madfigs has now been revivified...
 
 
STOATIE LIEKS CHOCOLATE MILK
13:15 / 26.10.05
Wheelie's heading west through Buttonville... fairly quiet, but he's popped into the mall to stock up.
 
  

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