Suggestion:20080525 Trains
Spam! | |
This suggestion was voted as spam and closed for voting, with 1 keep, 0 kill, and 7 spam votes. |
20080525 Trains
Ioncannon11 03:29, 25 May 2008 (BST)
Suggestion type
Vehicles- allows Humans to ride the subways and zombies to destroy them.
Suggestion scope
The whole frikkin' game.
Suggestion description
Malton must've been quite a busy place before all these zeds showed up, don't you think?
This suggestion attempts to implement the use of trains into the game. It would work like this: A survivor inside a powered Railway Station can clear the debris and repair the railroad tracks, the latter using five lengths of pipe five times for 2AP each. The former would cost 5 AP. Once these tasks were done, the Survivor can enter the train for 0 AP, as walking two feet into a train isn't really a big problem I'd think.
The train description would read something, and it would work like a bulletin board where you could spray things onto the walls. You can ride the train to another powered railway, repaired, and cleared station within a ten-block distance for the cost of 2 AP. These trains would provide a whole new dimension to traveling in Malton. I mean, think about how long it takes to traverse the city. This would make meeting up with your chums a whole hell of a lot of easier.
Now for the zombie portion. Destroying the trains would be pretty easy. You can either tackle the train directly, and it would undergo the same damage stages a generator goes through as well the same AP and materials to fix it, or render it useless by ransacking the building (thus again filling the train tracks with debris). The zombies can also board the train and attempt to ride it, but this would not work. A zombie would receive the message: "You bang at the conductor's controls, but the train remains motionless." A zombie can ransack the train tracks to gain 1 XP for each of the five lengths of pipe destroyed. Destroying the train directly would yield 10 XP.
This is designed to make pk'ing more exciting, hit-and-run operations easier, and transportation a walk in the park. I think it will open up railway stations and factories as resource buildings, and survivors will rush frantically to defend them. Suburb defense will not only include holding essential buildings like Malls and NT's, but also the protection of railway stations for a higher rate of deployment of reinforcements. Zombies will now literally have to fight inch-for-inch to control a suburb.
Voting Section
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Keep Votes
- Keep - Author vote. Ioncannon11 03:29, 25 May 2008 (BST)
Kill Votes
Spam/Dupe Votes
- Spam - Because survivors clearly don't already have an easy enough time free running across suburbs. --#4 - Haberdash TMG 05:27, 25 May 2008 (BST)
- How does this constitute my suggestion as spam? Ioncannon11 05:30, 25 May 2008 (BST)
- Spam - As above. this allows survivors an absurd amount of mobility. Imagine it, a horde attacks a mall and all the humans in the city catch the train in to squat in the mall. In a matter of hours the population in a mall could easily exceed 10000. The railway stations are spread out so much that killing all the railway stations within 20 ap and keeping them dead is a practical impossibility. --The Grimch U! E! WAT! 05:41, 25 May 2008 (BST)
But wait, theres more. Given a working rail system people could create dozens, if not hundreds of throwaway accounts and pack them into the mall as well (Just get a friend to lower the cades to VSB first) to act as a meatsheild, bringing them in from all across the map with ease, where in the past the vast travel distances involved have made, in most cases, such cheating impractical --The Grimch U! E! WAT! 05:43, 25 May 2008 (BST) - Spam - a working train system after years of a zombie apocalypse seems a little out of place. And I don't think most people know how to repair a railway. --PdeqTalk* 06:01, 25 May 2008 (BST)
- Spam - As above, below, and a few that people probably won't mention. This suggestion is completely unsalvageable. Also, I am almost positive this is a dupe, but I have a life and don't really care to look it up. Billy Club Thorton T! RR 06:17, 25 May 2008 (BST)
- Spam First of all, you should have put this on the discussion page. There are so many things wrong with this, where to begin? 2 AP to move up to 10 spaces? Your talking teleportation. There is NO way in hell zombies could stop you. I mean how do you "tackle the train directly"? What if a survivor ran the train for the zombies? Then you have This is designed to make pk'ing more exciting, hit-and-run operations easier, and transportation a walk in the park. Um, no. We don't need PKing "more exciting" nor transportation a "walk in the park".--Pesatyel 10:18, 25 May 2008 (BST)
- Spam I'm beginning to think that a link to this should be included in the Welcome Newbie template, linked on the suggestions voting page, and pop up every time you log on like the new message alert does.--– Nubis 10:22, 25 May 2008 (BST)
- Spam - mainly for roleplay reasons. There are no working vehicles in Malton. Let's put it down to a lack of appropriate fuel and/or power supply. Electric-tracked trains can't run because the power's out, city-wide. Diesel-powered trains have no way of bringing their fuel supplies into the city. That's quite apart from the maintenance required for tracks, the expertise required to run trains and to maintain them, and then all the damage that's more than likely been caused throughout the subway or overground rail system when the zombie virus first hit. More than likely, each and every track is blocked by a damaged or derailed train, or by other abandoned vehicles. If there were no zombies, then maybe - just maybe - the survivors could gather together the equipment and expertise to do as you suggest - but c'mon - just imagine this scene in a zombie movie. I see a zombie horde tearing Casey Jones limb from limb. (There's a PR suggestion regarding just Subway Tunnels.) --Funt Solo QT 10:30, 25 May 2008 (BST)