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==Player Safehouses==
 
==Player Safehouses==
   
[[File:Player-created_safehouse.jpg|frame|SCUGS icon of a player-created safehouse]]
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[[File:Player-created_safehouse.jpg|frame|[[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 [[Upgrade_Items|upgrades]] can be applied which increase recovery rates or provide other bonuses.
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Player Safehouses offer several advantages over '''NECRA''' safehouses. Fear and fatigue recover faster in player-created safehouses, and several [[Upgrade_Items|upgrades]] can be applied which increase recovery rates or provide other bonuses, including the [[Autolab]].
   
  +
As a player gain levels they can build more safehouses.
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.
 
Safehouses can also be improved to grant additional benefits. See [[Upgrade Items]] for more information.
   
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.
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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 take time to construct. Apartment and Store safehouses take ten minutes, whereas a compound takes an hour to complete.
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Player safehouses take time to construct. Be careful and check around if there's any other faction because even if you are building your safehouse you can be attacked, the safehouse might be finish but you will lose all characters who were "building" it.
   
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==[[Factions|Faction]] Safehouses==
==Integrity==
 
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Faction safehouses are open to any member of your faction to use. You can set a player owned safehouse to be a faction one by hitting "Enable faction access". Currently (in the open beta) this option is not able to be un-done.
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.
 
   
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Players in a Faction Safehouse recover from fatigue, fear, and injury at the same rate as they normally would. Any member who has surviors in the safehouse has full access to the "Safehouse public stash". All survivors in the safehouse takes advantage of the upgrades (ie. [[Upgrade items|Infirmary]], etc).
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.
 
   
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==Placement==
Survivors who are defending a safehouse '''Do Not''' recover [[Fatigue]] or [[Fear]] when the Recover button is pressed.
 
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Location, location, location! The adage of realtors should prepare you well for this activity.
   
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How to put down a safehouse: you click on a spot on the map and the game engine calculate the route lead to that. Any spot, not just on the road.
[[File:Integrity.png|500px|Integrity is shown on the top right. Defenders are shown bottom right.]]
 
   
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What purpose that safehouse serve? That will serve as a guideline as to where to put it.
==Problems==
 
   
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*Loot assisting facility: put an apartment down right next to the site to assist the scavenging activities. 10SP is cheap in exchange for the added efficiency. This safehouse usually deep into the zone and right next to the site.
==Types of Safehouse==
 
   
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*Street refuge: to heal back to normal when travelling. If you have red injuries, it's best to stop right then and there, set up an apartment to hide and heal inside. Dont move a step out until you are normal again. This base usually on street, almost always in dangerous zone.
===Apartment===
 
{| border="1" padding="2" width=500px style="text-align:center" class="sortable"
 
| ''Minimum Operative Level'' || ''SP Cost'' ||''Integrity'' || ''Survivor Capacity'' || ''Bonus Territory'' || ''Fear Recovery Bonus'' || ''Fatigue Recovery Bonus'' || ''Defenders Req'd'' || ''Time to Construct''
 
|-
 
| 4 || 50 || 20 || 10 || 40.0m || 120% || 120% || 1 || 10 minutes
 
|}
 
Available upgrades: [[Infirmary]], [[Lookout Post]]
 
 
===Store===
 
{| border="1" padding="2" width=500px style="text-align:center" class="sortable"
 
| ''Minimum Operative Level'' || ''SP Cost'' ||''Integrity'' || ''Survivor Capacity'' || ''Bonus Territory'' || ''Fear Recovery Bonus'' || ''Fatigue Recovery Bonus'' || ''Defenders Req'd''
 
|-
 
| 8 || 100 || 30 || 20 || 80.0m || 130% || 130% || 2
 
|}
 
Available upgrades: [[Infirmary]], [[Lookout Post]], [[Security Shutters]]
 
 
===House===
 
{| border="1" padding="2" width=500px style="text-align:center" class="sortable"
 
| ''Minimum Operative Level'' || ''SP Cost'' ||''Integrity'' || ''Survivor Capacity'' || ''Bonus Territory'' || ''Fear Recovery Bonus'' || ''Fatigue Recovery Bonus'' || ''Defenders Req'd''
 
|-
 
| 10 || 500 || 50 || 20 || 120.0m || 140% || 140% || 3
 
|}
 
Available upgrades: [[Infirmary]], [[Lookout Post]], [[Security Shutters]], [[Field Hospital]], [[Water Purifier]], [[Perimeter Chain Link Fence]]
 
 
===Warehouse===
 
{| border="1" padding="2" width=500px style="text-align:center" class="sortable"
 
| ''Minimum Operative Level'' || ''SP Cost'' ||''Integrity'' || ''Survivor Capacity'' || ''Bonus Territory'' || ''Fear Recovery Bonus'' || ''Fatigue Recovery Bonus'' || ''Defenders Req'd'' || ''Time to construct''
 
|-
 
| 15 || 1000 || 75 || 30 || 160.0m || 150% || 150% || 2 || 15 minutes
 
|}
 
Available upgrades: [[Infirmary]], [[Lookout Post]], [[Security Shutters]], [[Field Hospital]], [[Water Purifier]], [[Perimeter Chain Link Fence]]
 
 
===Compound===
 
{| border="1" padding="2" width=500px style="text-align:center" class="sortable"
 
| ''Minimum Operative Level'' || ''SP Cost'' ||''Integrity'' || ''Survivor Capacity'' || ''Bonus Territory'' || ''Fear Recovery Bonus'' || ''Fatigue Recovery Bonus'' || ''Defenders Req'd''
 
|-
 
| 20 || 2000 || 100 || 40 || 250.0m || 200% || 200% || 4
 
|}
 
Available upgrades: [[Infirmary]], [[Lookout Post]], [[Security Shutters]], [[Field Hospital]], [[Water Purifier]], [[Perimeter Chain Link Fence]], [[Emergency Garden]]
 

Latest revision as of 11:37, 9 August 2013

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, including the Autolab.

As a player gain levels they can build more safehouses.

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 take time to construct. Be careful and check around if there's any other faction because even if you are building your safehouse you can be attacked, the safehouse might be finish but you will lose all characters who were "building" it.

Faction Safehouses[]

Faction safehouses are open to any member of your faction to use. You can set a player owned safehouse to be a faction one by hitting "Enable faction access". Currently (in the open beta) this option is not able to be un-done.

Players in a Faction Safehouse recover from fatigue, fear, and injury at the same rate as they normally would. Any member who has surviors in the safehouse has full access to the "Safehouse public stash". All survivors in the safehouse takes advantage of the upgrades (ie. Infirmary, etc).

Placement[]

Location, location, location! The adage of realtors should prepare you well for this activity.

How to put down a safehouse: you click on a spot on the map and the game engine calculate the route lead to that. Any spot, not just on the road.

What purpose that safehouse serve? That will serve as a guideline as to where to put it.

  • Loot assisting facility: put an apartment down right next to the site to assist the scavenging activities. 10SP is cheap in exchange for the added efficiency. This safehouse usually deep into the zone and right next to the site.
  • Street refuge: to heal back to normal when travelling. If you have red injuries, it's best to stop right then and there, set up an apartment to hide and heal inside. Dont move a step out until you are normal again. This base usually on street, almost always in dangerous zone.