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Post by bossk on Aug 23, 2007 20:41:32 GMT
I have a suggestion! Take malls and NT Labs down from inside! Here is how you do it. Make a human charector (An NT Dude/Scientist to be exact.) Get inside an area that we're attacking and suddenly kill the people who are building/repairing the barricades. Tell us the name of you NT Scientist/Spy so we don't atttack it. Once we break in, make you charector flee and do that to another area! This well help Extintion greatly and add to the number of zombies in molton.
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Post by Lukahn on Aug 23, 2007 21:44:14 GMT
Great suggestion. Just don't have a zombie outside the same building (or in the same suburb, for that matter), that's "zerging" and isn't allowed (by Extinction or the rules of the game).
I wonder if Extinction is already doing something like that... hmm....
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Post by bossk on Aug 23, 2007 22:20:10 GMT
If you don't want to do that, keep your charector outside an NT Lab without doing anything. Soon, he'll be living again!
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armareum
Junior Member
NTJ Commander
Just your lurch-of-the-mill zombie
Posts: 56
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Post by armareum on Aug 27, 2007 18:21:58 GMT
The wiki page gives a brief overview of what the NTJ do for Extinction: wiki.urbandead.com/index.php/Extinction/Necrotech_JunkiesPKing is an activity which gets noticed. It's not likely that you'd get away with it for long. Plus it takes a day or two to stock up on ammo. Whilst your suggestion *is* one that helps the zombie cause, it's actually a lot more AP efficient to just do some spying and direct our zombie forces to the buildings with survivors inside. Plus they can also help de-barricade from the inside and damage the generator to badly damaged so it only takes a zombie one hit to destroy (though now that damage can be repaired, it's best only to do this if you are coordinating with active zombies).
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Post by cloud6272 on Aug 27, 2007 22:53:28 GMT
damage the generator to badly damaged so it only takes a zombie one hit to destroy (though now that damage can be repaired, it's best only to do this if you are coordinating with active zombies). If your going to ransack and then ruin the building any ways destroying the generator isn't really important as ransacking will do it.
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armareum
Junior Member
NTJ Commander
Just your lurch-of-the-mill zombie
Posts: 56
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Post by armareum on Aug 27, 2007 23:32:32 GMT
damage the generator to badly damaged so it only takes a zombie one hit to destroy (though now that damage can be repaired, it's best only to do this if you are coordinating with active zombies). If your going to ransack and then ruin the building any ways destroying the generator isn't really important as ransacking will do it. A generator can exist in a ransacked or ruined building. So I don't think it gets destroyed. In fact I'm pretty certain that it doesn't.
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Post by Lukahn on Aug 27, 2007 23:36:37 GMT
I concur. I've seen a running generator in a ruined building. Unless some dumbass set it up in a ruined building, which I very highly doubt.
This does happen occasionally - for example Rot Revive Clinics. But apart from that there is no reason to.
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Post by Donny Waters on Aug 28, 2007 9:45:07 GMT
When there are brain-rotten zombies squatting in a ransacked NecroTech building, coordinated survivor groups will sometimes set up a running generator inside it so they can combat revive the rotters and then re-barricade. It costs less APs to CR the zombies than to kill them, but the survivors have to act quickly before a zombie wakes up and destroys the genny. I haven't seen that happen yet in a ruined NT, but it's probably possible if the building can still be powered.
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