Suggestion:20080318 Walking the (Elevated) Railways: Difference between revisions

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Latest revision as of 14:03, 25 November 2012


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20080318 Walking the (Elevated) Railways

Kolechovski 18:34, 18 March 2008 (UTC)

Suggestion type
New movement area

Suggestion scope
The abandoned railways/stations

Suggestion description
As the author, I wish to pull this suggestion over the claims about it being incomplete. I sure hope there's gonna be a lot fo input on each of the tie-in mechanics in the suggestion talk pages...as for now please halt voting. Tanks.--Kolechovski 22:28, 21 March 2008 (UTC)


Note-This is a resubmission. No major changes have been applied. The name has been changed to elevated railways since the tracks above might not necessarily be monorails, but regular elevated tracks, and the intentional vagueness can open more possibilities. Also, this has been given a quick version below. If you are considering voting KILL or SPAM, please read the more detailed version (and its comments) on the Talk page here (it may take a bit of time, but it’ll likely address the issues you’re thinking of).

BASICS OF SUGGESTION:

1. Railway stations can now give access to railways that run above the city streets.
2. There are NO TRAINS RUNNING. This means you can only walk along them (your characters’ usual walking costs apply).
3. The railway is above the Free Running route for most buildings; therefore, you can’t Free Run onto or off of it (an exception may be made for tall buildings, but that would have to be discussed in a separate suggestion if this basic one passes).
4. It isn’t high enough to use binoculars from (just overhead of most buildings, you can’t get a good view of the streets below).
5. You can jump off the railway to the streets below at any time (either by clicking a non-track space, or maybe a “Jump from the railway” button, and/or something like this). This is automatic suicide for survivors, due to the height. You still can’t end up inside buildings this way (you hit the pavement just outside of them).
6. The railways essentially serve as one gigantic building, with access points to the streets/other buildings being the railway stations, where platforms to the tracks link up. (Once inside a railway station, you can access the rails via a special option to do so. When on the rails by a railway station’s platform, you have an option to enter the station.)
7. Unlike buildings, as these don’t have walls, you can see everybody in the surrounding streets and hear feeding groans while on the railways.

This essentially adds a new dimension to the game, accessible by both humans and zombies. Humans who wish to move from one location to another without risking being stranded on the streets can do so by entering a railway station and walking where the tracks go. However, zombies breaking into railway stations near or far could access the track and come along and eat them anyhow. This won’t give either side a specific advantage, nor should it stretch populations too thinly from mass movement onto the rails. It should, however, add a whole new scope and allow for new strategies by both sides.

This is only the basic form of the suggestion! Only if the community feels this is worthy of passing on as peer-reviewed, will the nitty-gritty details be looked into, discussed, and voted on, one by one (such as barricades, Free Running from tall buildings, noticing those on the track above, and other issues).

I am also aware that there are a couple “underground” peer-reviewed suggestions, one of which thinks of the railway stations being subways. Even if you like those, please only vote on the basis of whether or not you LIKE THIS ONE. If you prefer those over this one, include a note about it in your justification, whatever the vote is.

(Temporary note-this text format looks like shit, and I can't seem to fix it no matter what spacing methods I use. Anyone with experience is welcome to modify the format, so it looks cleaner, kinda like this here: http://img257.imageshack.us/my.php?image=suggestioncn3.png This request can be removed once completed, thanks to whoever can fix this.) Fixed --Themanwhocares4 20:38, 18 March 2008 (UTC)


Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Strong Keep - adds a nice new dynamic to the game, a sort of unfortish fort. makes hiding in the existing railway buildings a lot less safe, allows survivors a new place to hide, zombies a new place to break into and kill. Thebattler35 18:57, 18 March 2008 (UTC)
  2. Author Keep - For obvious reasons.--Kolechovski 19:15, 18 March 2008 (UTC)
  3. Keep - Adds an interesting aspect to the game, but really needs some additions, such as barricades and free running (which you said you would discuss later). --Themanwhocares4 20:41, 18 March 2008 (UTC)
  4. Keep - cool idea--CorndogheroT-S-Z 21:28, 18 March 2008 (UTC)
  5. Keep - Nice idea. --Heretic144 22:20, 18 March 2008 (UTC)
  6. Keep - I would find the prospect interesitng. --FXI 00:02, 19 March 2008 (UTC)
  7. Keep - Sure why not.--Jamie Cantwell3 06:26, 19 March 2008 (UTC)
  8. Keep - Mmk. --BoboTalkClown 22:22, 19 March 2008 (UTC)
  9. Keep - i always want railway stations, wastelands etc to have their specific uses. though i like working trains more than simply walking, i vote a keep. --RayHanley 04:39, 21 March 2008 (UTC)
  10. Keep - Pretty cool suggestion. I'd prefer if it were possible to free run into tall buildings at least and if these elevated railways weren't too common. --  AHLGTG THE END IS NIGH! 15:57, 21 March 2008 (UTC)
  11. Keep - Hmmm. Interehsting.--Luke Skywalker 17:25, 22 March 2008 (UTC)
  12. Keep - Gonna grab my hobo bag and take a walk down the tracks... --Howard Bentley 02:13, 25 March 2008 (UTC)
  13. Keep - I liek it. --Vandurn 20:05, 25 March 2008 (UTC)

Kill Votes

  1. KILL - you didn't even vote for it yourself...--M4dD mUdD 18:49, 18 March 2008 (UTC)
    Re: I often forget that the suggestor isn't given a common-sense keep and must manually vote on his/her own suggestion. And now that I think of that, I'd wonder if I could somehow submit that for consideration as policy in the voting. Anyone know how I can do this? Oh, and updated now, I do vote Keep on it since I don't get an auto-keep. And please add a justification about whatever you find wrong with the actual suggestion, not just my lag at voting, else how am I supposed to know what may need changing?--Kolechovski 19:15, 18 March 2008 (UTC)
  2. Kill - I See ninja zombie hordes popping out of a railway station. No thanks. Zombies don't need free running. - Headshot Hal Talk 19:40, 18 March 2008 (UTC)
    RE: I understand your concern, but all it takes is 1 survivor travelling the railways to see them, then go off and sound the alarms, so in a way, they don't really break the ninja rule. As for the Free Running thing, I plan to discuss (if this passes voting) the questions of platforms being cadable, and to what extent. If you're afraid of this being an easy pass, you can weigh in on cade mechanics to prevent "Zombie Free Running".--Kolechovski 19:56, 18 March 2008 (UTC)
    Re:re Or you could complete your suggestion before submitting it for voting. Don't ask voters to do your heavy lifting for you. That's what Talk:Suggestions is for. As an incomplete suggestion, this really deserves a spam vote, but I'll leave it here for now.- Headshot Hal Talk 20:28, 18 March 2008 (UTC)
    Discussion moved to Discussion Page - Headshot Hal Talk 20:43, 18 March 2008 (UTC)
  3. Kill - I just don't like it, although I can't say as above as I'm not sure I agree with Headshot hal and other dude...--/~Rakuen~\Talk Domo.gif I Still Love Grim 21:04, 18 March 2008 (UTC)
  4. Kill - sewer, El, same difference... we don't need dungeons, even in this fairly well thought out and balanced form. or if we do have dungeons, let's make 'em really like dungeons. and make the parks centaur no kill zones. --WanYao 21:40, 18 March 2008 (UTC)
  5. Kill - unrealistic (malton has normal railways with railings on the ground, it's even written in buildings descriptions if you ever cared to check them), no good reasoning (adding new dimension? meh). --~~~~ [talk] 22:06, 18 March 2008 (UTC)
  6. Kill - I agree with Headshot Hal on this one.--Dr Doom86Phoenix2.gif T PSS 22:33, 18 March 2008 (UTC)
  7. Kill - I had to think about this one for a while before voting. While it would be interesting, Urban Dead has enough complexity without adding another walking layer. --FrozenFlame 04:04, 21 March 2008 (UTC)
  8. Kill - It would be a good idea on a map where the stations wern't randomly placed, but they are, so the system would be inconsistant. --Fingerlessbob 06:28, 21 March 2008 (UTC)
  9. Change - I love your ideas, but I don't believe this answers the mechanism of how the plane/dimension of railway lines exist within the game. How do you represent the railway line on the conventional map, if at all? How do you stop zombies from flowing through a railway system and gaining free entry into railway stations? Do you have a draft of a possible railway network? ~AriedartinTalkA KS J abt all 18:20, 26 March 2008 (UTC)
    Re: Well, I pulled this from voting to discuss each individual mechanic first. In addition, I had some pictures with the original suggestion, though I didn't include them here. I'll bring them along the next time I bring this into voting, which will be a ways off. I'll also try to remember to include those mechanics as well.--Kolechovski 19:52, 1 April 2008 (BST)

Spam/Dupe Votes

  1. Spam -incomplete suggestion! Also, I don't like the idea of giving zombies free running. I am willing to vote for something I don't like if it is a good/complete suggestion.--Airborne88Zzz1.JPGT|Z.Quiz|PSS 20:43, 18 March 2008 (UTC)
    RE: And just as I answered above, this is a complete suggestion. Anything else suggested that would relate to this is part of a large system, and I don't feel it to be reasonably linkable all as one suggestion. Now if you have a good argument as to WHY it is supposedly incomplete and are willing to go through the mess of discussing and voting on the whole thing at once, then I'll remove this and do it that way. But look at those underground suggestions in PR. Do they mention every single detail, where every route runs and where every manhole is going to be? No? I guess that's would mean it takes other suggestions to flesh those out a bit, but if that's true, then those are incomplete suggestions and must be removed from PR. See the similarities?--Kolechovski 21:01, 18 March 2008 (UTC)
  2. Spam So, basically, all you did was change the title? Wouldn't that make this a dupe? It makes survivors immune to zombies.--Pesatyel 03:43, 19 March 2008 (UTC)
  3. spam - the author said himself that this is an unfinished suggestion, try finishing it first and then i will vote on it --Scotw 08:40, 19 March 2008 (UTC)
  4. Spam/Dupe - wasn't this suggested already and voted on? Can someone find the link? Oh - the spam part of this vote is for the suggestion being incomplete - but if someone finds the previous version, we can see if it really is a dupe or not. --Funt Solo QT Scotland flag.JPG 09:39, 19 March 2008 (UTC) (Struck the Dupe part after checking the link of the non-author re given below. It was pulled from voting due to editing. Still spam then. Same reasons as last time, and as given.) --Funt Solo QT Scotland flag.JPG 14:17, 20 March 2008 (UTC)
    perhaps you were thinking of this suggestion from the same author --Scotw 19:24, 19 March 2008 (UTC) Non Author RE. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:52, 19 March 2008 (UTC)
  5. When I think of cities, I think that most rail lines are underground. And Freerunning for zombies? How bout no? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:52, 19 March 2008 (UTC)
  6. Spam/Dupe - As all of the above spam votes. DS TlkDevW!+1 10:59, 20 March 2008 (UTC)