Talk:PvE Rail Authority: Difference between revisions
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* Might want to decide on a standard functional design for tracks/stations. Wood underneath all the rails? Bells at each stop? 15 long boosters for stations? How about using chest carts for testing of rigour? (They require more energy than normal carts) [[User:Schererererer|Schererererer]] 06:13, 24 March 2011 (CDT) | * Might want to decide on a standard functional design for tracks/stations. Wood underneath all the rails? Bells at each stop? 15 long boosters for stations? How about using chest carts for testing of rigour? (They require more energy than normal carts) [[User:Schererererer|Schererererer]] 06:13, 24 March 2011 (CDT) | ||
** So far I've been doing smooth stone under tracks. I've been trying to have big enough boosters at each station to get to the next station. [[User:Inio|Inio]] 14:07, 24 March 2011 (CDT) | ** So far I've been doing smooth stone under tracks. I've been trying to have big enough boosters at each station to get to the next station. [[User:Inio|Inio]] 14:07, 24 March 2011 (CDT) | ||
* So far I've been planning to name my stations consistent with the white and red lines of the [http://i.imgur.com/9rrUC.png DC Metro in Fallout 3]. e.g. first major station on the western line is Foggy Bottom, next would be Arlington and then Platz. It works fairly well since they're north-south and east-west. [[User:Inio|Inio]] 14:17, 24 March 2011 (CDT) | |||
* For cart loading, check out the westbound departure area of Foggy Bottom station. The only improvement I can think of over this is to have an upward slope leaving the station, so that carts pushed out of place roll back to their proper location. By keeping the cart on rail at (almost) all times, you make it a lot less likely that the cart will be pushed onto the booster track. Also note the empty-cart return mechanism.[[User:Inio|Inio]] 14:17, 24 March 2011 (CDT) |
Revision as of 19:17, 24 March 2011
Suggestions
- Might want to decide on a standard functional design for tracks/stations. Wood underneath all the rails? Bells at each stop? 15 long boosters for stations? How about using chest carts for testing of rigour? (They require more energy than normal carts) Schererererer 06:13, 24 March 2011 (CDT)
- So far I've been doing smooth stone under tracks. I've been trying to have big enough boosters at each station to get to the next station. Inio 14:07, 24 March 2011 (CDT)
- So far I've been planning to name my stations consistent with the white and red lines of the DC Metro in Fallout 3. e.g. first major station on the western line is Foggy Bottom, next would be Arlington and then Platz. It works fairly well since they're north-south and east-west. Inio 14:17, 24 March 2011 (CDT)
- For cart loading, check out the westbound departure area of Foggy Bottom station. The only improvement I can think of over this is to have an upward slope leaving the station, so that carts pushed out of place roll back to their proper location. By keeping the cart on rail at (almost) all times, you make it a lot less likely that the cart will be pushed onto the booster track. Also note the empty-cart return mechanism.Inio 14:17, 24 March 2011 (CDT)