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Safehouses can also be improved to grant additional benefits. See [[Upgrade Items]] for more information.
 
Safehouses can also be improved to grant additional benefits. See [[Upgrade Items]] for more information.
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Player safehouses may be opened up for faction use, allowing all members of your faction to enter and use your safehouse. Currently this function cannot be undone.
   
 
Player safehouses grant a bonus to scavenging at any location within the hexagonal territory surrounding them, as long as no other safehouse territory covers the same area.
 
Player safehouses grant a bonus to scavenging at any location within the hexagonal territory surrounding them, as long as no other safehouse territory covers the same area.

Revision as of 18:19, 14 December 2010

Player Safehouses

Player-created safehouse

SCUGS icon of a player-created safehouse

Player Safehouses offer several advantages over NECRA safehouses. Fear and fatigue recover faster in player-created safehouses, and several upgrades can be applied which increase recovery rates or provide other bonuses.

Different types of safehouses are available as a player gain levels. Each type represents a particular size or style. The most basic safehouse is a barricaded apartment, but this may might alternatively mean a small office or any other refuge which corresponds to that size.

Safehouses can also be improved to grant additional benefits. See Upgrade Items for more information.

Player safehouses may be opened up for faction use, allowing all members of your faction to enter and use your safehouse. Currently this function cannot be undone.

Player safehouses grant a bonus to scavenging at any location within the hexagonal territory surrounding them, as long as no other safehouse territory covers the same area.

Player safehouses take time to construct. Apartment and Store safehouses take ten minutes, whereas a compound takes an hour to complete.

Faction Safehouses

Integrity

Unlike NECRA Safehouses, player safehouses do not last forever. They each have a level of Integrity. Over time this value will drop, based on local Z-Density. The higher the Z-Density, the faster the integrity value falls. Once Integrity reaces 0 the safehouse disappears.

To stop this happening Player Safehouses have to be defended. This is done on the Manage Team screen. Larger safehouses need more defenders to maintain their defences.

Survivors who are defending a safehouse Do Not recover Fatigue or Fear when the Recover button is pressed.

Integrity is shown on the top right. Defenders are shown bottom right.

Problems

Types of Safehouse

Apartment

Minimum Operative Level SP Cost Integrity Survivor Capacity Bonus Territory Fear Recovery Bonus Fatigue Recovery Bonus Defenders Req'd Build Time
4 10 20 10 40.0m 120% 120% 1 2 minutes

Available upgrades: Infirmary, Lookout Post

Store

Minimum Operative Level SP Cost Integrity Survivor Capacity Bonus Territory Fear Recovery Bonus Fatigue Recovery Bonus Defenders Req'd Build Time
8 50 30 20 80.0m 130% 130% 2 10 minutes

Available upgrades: Infirmary, Lookout Post, Security Shutters

House

Minimum Operative Level SP Cost Integrity Survivor Capacity Bonus Territory Fear Recovery Bonus Fatigue Recovery Bonus Defenders Req'd
10 100 50 20 120.0m 140% 140% 3

Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence

Warehouse

Minimum Operative Level SP Cost Integrity Survivor Capacity Bonus Territory Fear Recovery Bonus Fatigue Recovery Bonus Defenders Req'd Build Time
15 400 75 30 160.0m 150% 150% 2 12 minutes

Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence

Compound

Minimum Operative Level SP Cost Integrity Survivor Capacity Bonus Territory Fear Recovery Bonus Fatigue Recovery Bonus Defenders Req'd Build Time
20 1000 100 60 250.0m 200% 200% 6 60 minutes

Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence, Emergency Garden