Jump to content

Recommended Posts

Posted (edited)

railroads / subways(underground railroads)

 

New Items -

 

Tier 1 - placeable railway tracks - its own perk (Choo Choo!) or a combination of Advanced engineering and  Grease Monkey

Tier 2 - Build railway tracks(straight and corners only), handcarts - requires top level intellect + perk - wood/oil/steel?

Tier 3 - Build engine powered handcarts, switches, more sophisticated rail designs 

Tier 4 - Build an storage cart ? you can place a forge and some chests and maybe a crafting bench. kinda like a small portable base you can bring around with you. attaches to the handcart but you move slower.

 

-handcar - cartable push powered railcar to move around. Moves slower than feral zombies so you can’t break horde nights!

 

poi’s

-Train stations

-derailed train

-railway yard - could have a chance of like grain cars or other resources to harvest

subway system with a couple stops - rare - in a couple large cities only - See Below*

-Subway station

-derailed train

-abandoned subway train

 

New Zombies 

-zombie conductor

-zombie train worker

 

*Underground rail(subway system) system:

Used to connect 2-3 places in the larger cites for random gen worlds. not something players could craft but maybe we could use railway tracks underground to achieve the same kind of thing. 

 

Other thoughts

I don’t want to see it go to actual moving trains or automation. Would prefer seeing manual driven railcarts and slow moving powered carts that you can drive. Not something to avoid zombies but move between cities and bring loot with you. 
 

*Just wanna state that I’m not the first to suggest this kind of idea for the game.*

Edited by CrushedByJasper
had an additional thought (see edit history)
  • Like 1

Share this post


Link to post
Share on other sites

I like the idea; but, is it feasible with the game engine?

Share this post


Link to post
Share on other sites

That is a really good question, wish I knew a little more about game development haha! I think the movement of a pushcart should feasible be as they have the 4x4 in the game. I'm not sure how they would deal with railroads - like would they generate them like they do roads or maybe have it completely player built? the kind of performance impact that might put on a server? maybe drop any idea of it being powered by a generator? the push style transportation would feel at home I think in the game.

Share this post


Link to post
Share on other sites

Sounds good. Maybe long distance travelling from railroad station to railroad station could be implemented somehow.

Share this post


Link to post
Share on other sites

I think this is a great idea making the POIs underground it would probably be the best bet to avoid complications above ground.

Share this post


Link to post
Share on other sites

If they can make rail roads, could they make elevators too? I would very much like to see both. It would also make horde night interesting, as you could make a deadly mine cart track base where a fast mine cart goes around the track running over zombies. 

Share this post


Link to post
Share on other sites

With the current physics and ragdoll effect, running over a zombie with a locomotive at full speed would be hilarious!

 

I want!

 

:D

 

Share this post


Link to post
Share on other sites
On 7/10/2020 at 6:35 PM, CrushedByJasper said:

That is a really good question, wish I knew a little more about game development haha! I think the movement of a pushcart should feasible be as they have the 4x4 in the game. I'm not sure how they would deal with railroads - like would they generate them like they do roads or maybe have it completely player built?

I don't think that will work with the engine. Roads are not really roads, that are just a bunch of blocks of asphalt. They don't really have a "context".

For a working railroad you'd imho need 1 dedicated block as a rail. That leeds to the next problem: Corners. With the voxelsystem you can only build 90° corners in one block (like in minecraft). Or you need some kind of prefabs that do long corners over several blocks, e.g. a 90° curve with 5x5 blocks. Still very unrealistic. So you will need a lot of those prefabs for just curves. And you can still build only 90° curves as you can't build straight lines diagonally, you'd need even prefabs for diagonal straights, so additional 4 prefabs for only being able to build in 45° steps. And and all of them could only be placed on absolutely even terrain. And placing prefabs is not even a part of the common gameplay.

Slopes would be the next thing. Only 30° allowed? And further then, only A-to-B-tracks possible or do you also want/need switches and crossings?

 

I think it's a nice idea. Maybe something that could be included in world generation (hardly) or been used in handmade maps like Navez. But building them in the actual game... imho will not work and also doesn't really fit to 7d2d.

 

Or see it the other way: The RWG can not even handle bridges over water/rivers to connect roads. Not even fully premade bridges, not even thinking about dynamic bridges with variable length. Railroads would be much more complicated.

Share this post


Link to post
Share on other sites
14 hours ago, Liesel Weppen said:

I don't think that will work with the engine. Roads are not really roads, that are just a bunch of blocks of asphalt. They don't really have a "context".

For a working railroad you'd imho need 1 dedicated block as a rail. That leeds to the next problem: Corners. With the voxelsystem you can only build 90° corners in one block (like in minecraft). Or you need some kind of prefabs that do long corners over several blocks, e.g. a 90° curve with 5x5 blocks. Still very unrealistic. So you will need a lot of those prefabs for just curves. And you can still build only 90° curves as you can't build straight lines diagonally, you'd need even prefabs for diagonal straights, so additional 4 prefabs for only being able to build in 45° steps. And and all of them could only be placed on absolutely even terrain. And placing prefabs is not even a part of the common gameplay.

Slopes would be the next thing. Only 30° allowed? And further then, only A-to-B-tracks possible or do you also want/need switches and crossings?

 

I think it's a nice idea. Maybe something that could be included in world generation (hardly) or been used in handmade maps like Navez. But building them in the actual game... imho will not work and also doesn't really fit to 7d2d.

 

Or see it the other way: The RWG can not even handle bridges over water/rivers to connect roads. Not even fully premade bridges, not even thinking about dynamic bridges with variable length. Railroads would be much more complicated.

 

Hmmmmm, so rail roads will be hard, but elevators on the other hand won't be, as they don't make turns. 

Share this post


Link to post
Share on other sites
On 7/16/2020 at 8:58 AM, Liesel Weppen said:

I don't think that will work with the engine. Roads are not really roads, that are just a bunch of blocks of asphalt. They don't really have a "context".

For a working railroad you'd imho need 1 dedicated block as a rail. That leeds to the next problem: Corners. With the voxelsystem you can only build 90° corners in one block (like in minecraft). Or you need some kind of prefabs that do long corners over several blocks, e.g. a 90° curve with 5x5 blocks. Still very unrealistic. So you will need a lot of those prefabs for just curves. And you can still build only 90° curves as you can't build straight lines diagonally, you'd need even prefabs for diagonal straights, so additional 4 prefabs for only being able to build in 45° steps. And and all of them could only be placed on absolutely even terrain. And placing prefabs is not even a part of the common gameplay.

Slopes would be the next thing. Only 30° allowed? And further then, only A-to-B-tracks possible or do you also want/need switches and crossings?

 

I think it's a nice idea. Maybe something that could be included in world generation (hardly) or been used in handmade maps like Navez. But building them in the actual game... imho will not work and also doesn't really fit to 7d2d.

 

Or see it the other way: The RWG can not even handle bridges over water/rivers to connect roads. Not even fully premade bridges, not even thinking about dynamic bridges with variable length. Railroads would be much more complicated.

Wow that’s very informative, I never really thought in-depth about the voxelsystem but yes that introduces a lot of difficulty. To beat the uneven terrain there could be a wooden support that you can build or just the wood block to keep things even. I kinda just assumed to build them I would first flatten and build some kind of base block. Would definitely have to stick to just 90 degree turns. No switches or crossings but would allow the track to go a->b or b->a. That introduces collisions though. Inclines/declines would be it’s own challange for sure. If it’s simplified down to a few single track blocks with no big prefabs, the weight system should take over for things like bridges or floating tracks, makes sense any kind of bridge or variable prefab would be a lot of work.

Share this post


Link to post
Share on other sites

Maybe with railroads have a straight line of train tracks that splits the map in half? the tracks will have various states of damage, and can have rail car pois spawn on them? It would add realism, and while not being a usable block it would be a flavor block/good source of iron scrap. I also like the concept of opening up a cattle car and having a flood of zombies come out. 

Share this post


Link to post
Share on other sites

If railroad tracks could be loaded like the highway in Nitrogen I would be fine with that. It would be a flat level surface that would have one track running N/S and another running E/W. Could be fun then repairing any damage so you could have a functioning railway line to use for exploring more of map.

Share this post


Link to post
Share on other sites

Sounds good, but people for sure would craft the railroads for iron... xD

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...