Talk:PvE Rail Authority

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Revision as of 15:59, 3 May 2011 by 74.3.128.130 (talk) (→‎Suggestions)
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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)
  • Spawn station should be just under surface on the next map, about 10 blocks down to keep out of the way, while still within reach easily from spawn. BACON has been digging the underground rails at y = 21 to keep the rails out of sight, away from water, but stil above normal mining level. This could be moved up on the next map, or kept where it is. 0mni0mni0mni 02:15, 25 March 2011 (CDT)
  • I have a schematic of something similar I had on the old PVE map - it requires a lot of space, but all the circuitry can be hidden and is very simple to build. It covers a lot of bases when it comes to design. It is 4 buttons that handle all the work. Also, all incoming can be routed to START. Main Station Design OOer and I started on a demo station on Creative: 1661, 1334 - works great. I also agree with the 10 blocks below idea.WaterSlide
  • Perhaps an upgrade of the page relating to detector and powered rails in 1.5 - Will we be systematically implementing powered rails? Need to decide if the rails will mainly use powered rail boosters or bug boosters. Both have their pros and cons. I believe that for launchers, powered rails are the easiest to build and are the most effective. -SilentRecon