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Old 2012-04-09, 10:00 PM   [Ignore Me] #31
Cosmical
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Re: Trains and rail system


Originally Posted by Stardouser View Post
Personally I like airfields and runways as scenery, but since all the aircraft in PS are VTOL, there's just no way to justify it, unless it's near a ruined city from 100 years before the current lore's tech.
Still military powers would have large gathering and deploying areas. They wouldnt just say THAT GALAXY CAN GO AND LAND IN THAT FIELD OVER THERE!! So there could still be justification, even if its ruined and outdated?


personally i think the train idea would be an amazing event in game. Have the train at random times of day drive around the map with a high payload of resources, everyone would stream to it. Much like trying to capture the flag in PS1.

BETTER IDEA!! YES YES YES!! The train releases resources to your empire while being stationary in a owned Hex on the map, the train only stops with the front car is disabled. Meaning that the enemy will have to fight their way in, and repair the train. And get it to move to a friendly Hex. Then disable it there. Or Capture the enemy Hex, which presumably would take much longer.

This could have some amazing gameplay moments of engineers hot dropping in to try and repair the train for as little as they can, to try and get the train to move a few feet into their Hex.

Or tons of engineers planting mines and C4 on the tracks, to stop the train. Meaning that sunderers Would have to drive in front to EMP the mines.

I have officially decided this has to go in now! See TF2 Payload maps for details DEVS. xx
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Old 2012-04-09, 10:03 PM   [Ignore Me] #32
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Re: Trains and rail system


The more I think about this the more I'm reminded of the train robbery episode of Firefly!
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Old 2012-04-09, 10:16 PM   [Ignore Me] #33
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Re: Trains and rail system


Originally Posted by Stardouser View Post
The more I think about this the more I'm reminded of the train robbery episode of Firefly!
Good shit. Dont worry, it still hurts me that its gone aswell.
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Old 2012-04-09, 10:45 PM   [Ignore Me] #34
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Re: Trains and rail system


Put the rails between 2 pts or even a small circuit.

No to trains or moving resources around.

Outfit spawned weapons platforms sit on the rail and can be moved back and forth along it's path. One per section.

Can make it pretty strong since movement is pretty predictable and it would of course cost a nice amount of resources.

Could be used to defend a base then driven down the track to adjacent territories, like woodlands/fields/etc., on the way toward the other end that perhaps is at another base or tower.

Would possibly provide a dumbed down lattice system by physically linking areas. Roads kind of already do this but is more game play and strategy oriented.
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Old 2012-04-09, 11:09 PM   [Ignore Me] #35
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Re: Trains and rail system


I can't see trains being used on land for the reason that you'd need a LOT of terrain for them to be really awesome battle fields which would take far too long as each cont is being hand crafted. I'm thinking some sort of hover train that would be in the water expansion for getting between islands quickly. It wouldn't require tracks and would be about the volume of a base in size. It would travel around the edges of the sea but would pass near various oil/resource platforms from which gals could take off from and raid the train.

Boats could act as smaller vehicles that could pull along side the trains and engage the occupants. There could be more than one train but they all would have significant stop over times on each island. This would make the trains seem more like mini-events, the side that owned the train would also be displayed on the map and the train itself would be a roving capture point that would act as a moving beachhead for the empires.
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Old 2012-04-09, 11:12 PM   [Ignore Me] #36
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Re: Trains and rail system


Originally Posted by Captain1nsaneo View Post
I can't see trains being used on land for the reason that you'd need a LOT of terrain for them to be really awesome battle fields which would take far too long as each cont is being hand crafted. I'm thinking some sort of hover train that would be in the water expansion for getting between islands quickly. It wouldn't require tracks and would be about the volume of a base in size. It would travel around the edges of the sea but would pass near various oil/resource platforms from which gals could take off from and raid the train.

Boats could act as smaller vehicles that could pull along side the trains and engage the occupants. There could be more than one train but they all would have significant stop over times on each island. This would make the trains seem more like mini-events, the side that owned the train would also be displayed on the map and the train itself would be a roving capture point that would act as a moving beachhead for the empires.
Hover train? Following some kind of non-physical beacon? WHAT ARE YOU SUGGESTING, EDDIE OF NEW YORK?

You know, even if you can't travel between continents, the game could assume that you can, and the train could travel between them, zoning off of one continent and then zoning back onto another one, simulating that ocean travel time.
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Old 2012-04-09, 11:27 PM   [Ignore Me] #37
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Re: Trains and rail system


Originally Posted by Stardouser View Post
Hover train? Following some kind of non-physical beacon? WHAT ARE YOU SUGGESTING, EDDIE OF NEW YORK?

You know, even if you can't travel between continents, the game could assume that you can, and the train could travel between them, zoning off of one continent and then zoning back onto another one, simulating that ocean travel time.
Well the point of putting it in the ocean isn't transport. It's for allowing for several types of gameplay and making it matter strategically. The gameplay allowed if put in the ocean is the train robber type where gals drop soldiers on top of the train in an effort to slow or stop it so they can capture it. Making it hover allows ships to move freely where the tracks would normally run and also allows them to run along side the train and players and jump from ship to train or fire back and forth for those 'jump from horse to train' moments along with gunfire.

Water doesn't require details to be done to every inch which would make the time needed to make the long track runs that are needed to give the train a chance to have those cool moments.

Having the train become a capture point(s) when it stops at its destination means that people would actually want to be on board so when it comes to a stop they can start taking territory that they would normally not have access to.
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Old 2012-04-10, 07:40 AM   [Ignore Me] #38
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Re: Trains and rail system


I think the problem will be how it is added. It would have to be capturable/deactivated or even constructible/destructible. With that in mind the big question is how would it be built where would it run and what advantages/risks it has. Verry complicated for a game to yet reach the beta.
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Old 2012-04-10, 07:57 AM   [Ignore Me] #39
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Re: Trains and rail system


Planetsimcityrailroadtycoonbattlefieldarmoredassau ltflightfarmsimunrealtournament 2? Anyone?
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Old 2012-04-10, 07:59 AM   [Ignore Me] #40
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Re: Trains and rail system


Originally Posted by Bonius View Post
Planetsimcityrailroadtycoonbattlefieldarmoredassau ltflightfarmsimunrealtournament 2? Anyone?
Hey, that's what people could be doing on their iphone PS2 apps...running farm sims in territory held by their empire!
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Old 2012-04-10, 08:01 AM   [Ignore Me] #41
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Re: Trains and rail system


Originally Posted by Stardouser View Post
Hey, that's what people could be doing on their iphone PS2 apps...running farm sims in territory held by their empire!
Good point! Judging from the absolutely outrageous ideas in this forum, it will surely be a blockbuster á "Draw Something"!
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Old 2012-04-10, 08:02 AM   [Ignore Me] #42
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Re: Trains and rail system


Hayoo spent a lot of time thinking about this for PS, here are his ideas:

http://www.planetside-idealab.com/idea_maglevs.shtml
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Old 2012-04-10, 08:49 AM   [Ignore Me] #43
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Re: Trains and rail system


I feel that having the rail itself be invulnerable as some nanite thing would work, but I feel the trains should be vulnerable and that destroying them would mean the faction that captured them gets the resources. The train would obviously have alot of its own artillery, and travel at a speed dependent on the faction (TR = fast with automatic weapons, NC = slower but has lots of AOE and high damage weapons, VS = medium speed but quick accelerations and decelerations and expected vanu weaponry) and require decent numbers of men to have it be fully effective.

I would love it, and I think it would be very interesting to have trains running resources that could be capped by other teams.
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Old 2012-04-10, 06:44 PM   [Ignore Me] #44
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Re: Trains and rail system


It would be kind of cool to see a future expansion add a bullet-train type system that empires could capture and use to get reinforcements quickly between key facilities.

Good post, Stardouser. I like the discussion this sparked.
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Old 2012-04-10, 06:46 PM   [Ignore Me] #45
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Re: Trains and rail system


Originally Posted by DviddLeff View Post
Hayoo spent a lot of time thinking about this for PS, here are his ideas:

http://www.planetside-idealab.com/idea_maglevs.shtml
HOLY! That's a crazy amount of detail... props to Hayoo.

Thanks for posting, Dvidd!
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