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Accepted The Transport/Train Suggestion

  • Thread starter Thread starter RogueSynapse
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RogueSynapse

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This is a big one that I've been thinking about for a while.

What if there was an option to partake in out of city activities that players could partake in without having any staff involved? That's where this suggestion comes along. I present to you:

The Transport System

The transport system aims at allowing players to utilize the Combine rail network for a variety of different reasons. Maybe they wish to partake in a Union designated educational program and leave the city for some training? Maybe they just want to partake in a simple work detail that needs people to travel a great deal of distance? The possibilities are endless.
Here's how I think it can work.



Lyvof82.jpg


Located at the train station, there should be a typical looking terminal that serves a specific function. To allow citizens destinations in which they can travel to. There's also the matter of where they are going and what they are doing. Perhaps there is a cost to using such a terminal. Maybe they need to spend credits or perhaps have a specific loyalist status to do so (I think the right loyalist status sounds good).

When the terminal is accessed, something akin to the following could pop up. This is just a mock up I made in photoshop.




FhAw2tJ.png


Here, citizens can see where all they can go, how long the trip will take, and what some of the perks to going are. Maybe there is a chance to rack up some extra funds or perhaps even a chance to learn a thing or two. It all depends on where they go. And the specific destinations you see are just placeholders, that's all subject to debate and change, this is just so you get the basic idea of it. Even though there are none present in the mock-up you could even add risks to each as well?

So say a citizen decides to partake in an education program, once they meet the requirements and formally accept the trip from the terminal, the character will be temporarily PKed for the time listed on the screen (length is also up for discussion). While that character is out of the city, they cannot be placed because they are icly not there. After the time is up, they return to the city with a chance to return with some skill development and maybe some extra funds. could even go above and beyond and have some RNG flavor text that says how the trip went.


All up for debate/discussion, tell me what you think?
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This is a solid idea, friendly to the overall schema and it gives people that little bit something extra to do if they want to pass time. It'll bring about people's interests to play additional types of characters and open themselves up to how people want their character to be, role wise, in the world.

But this will take a long time to dev in properly... though not everything can be simply sunshine and rainbows as it will require a threatening factor to it without going overboard.

This suggestion really isn't bad.
 
could have loyalty status or character creation effect it too I.E if you're an outcast perhaps you're limited to or there are other options, Maybe we could use this for accessing the OCR System that CP's sometimes use.

Love the possibilities +Support
 
While encouraging players to stop playing a character could be a problem, it prevents players from getting burnt out and it gives players something to look forwards to.
 
Could add a voluntary battery internment thing for biotics that gives them Cohesion Points. Would complement coming reworks nicely.
 
Maybe to add to some loss while travelling, maybe theres a possibility of the trip going worse than intended, and you lose some social credits, normal credits, or maybe even the trip takes a bit longer than expected.

This could be described with some text when returning or trying to play the character while they're out of the city, like

'While getting used to some obscure laws in City xx, some SC were deducted from your profile'

'Due to issues with the City's ration center, you spent xx credits buying food and water.'

'The railway back to City 24 was damaged by Xen wildlife and the train has been delayed.' +1/2 days no character.

While the latter might be more inconvenient than the rest, it may give players some forceful encouragement to try new characters instead of focusing on one and risking burnout when they die.
 
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Maybe to add to some loss while travelling, maybe theres a possibility of the trip going worse than intended, and you lose some social credits, normal credits, or maybe even the trip takes a bit longer than expected.

This could be described with some text when returning or trying to play the character while they're out of the city, like

'While getting used to some obscure laws in City xx, some SC were deducted from your profile'

'Due to issues with the City's ration center, you spent xx credits buying food and water.'

'The railway the train back to City 24 was damaged by Xen wildlife and the train has been delayed.' +1/2 days no character.

While the latter might be more inconvenient than the rest, it may give players some forceful encouragement to try new characters instead of focusing on one and risking burnout when they die.
My main problem with the RNG possible aspect of this is, you can run into as benny put it in new vegas. "An 18 karat stroke of bad luck" And have trips go bad several times in a row, leaving you with a possible reduction of an immense amount of SC or even causing your credits to hit 0 and shit like that you know? I LOVE the idea of taking train trips and shit like that. but when it comes down to it. You're kinda dealing with the devil when you introduce an RNG element to shit like this. Where you cannot influence it by playing the character.
 
My main problem with the RNG possible aspect of this is, you can run into as benny put it in new vegas. "An 18 karat stroke of bad luck" And have trips go bad several times in a row, leaving you with a possible reduction of an immense amount of SC or even causing your credits to hit 0 and shit like that you know? I LOVE the idea of taking train trips and shit like that. but when it comes down to it. You're kinda dealing with the devil when you introduce an RNG element to shit like this. Where you cannot influence it by playing the character.
Could just have it reduce potential rewards rather than your current stock. So if RNG dictated you would get 10 SC from a trip, you could get an RNG event that reduces it by -3 down to only 7 SC from the trip.

Would be cool to do with a travel log system. Think sending Vault Dwellers out in Fallout Shelter.
 
My main problem with the RNG possible aspect of this is, you can run into as benny put it in new vegas. "An 18 karat stroke of bad luck" And have trips go bad several times in a row, leaving you with a possible reduction of an immense amount of SC or even causing your credits to hit 0 and shit like that you know? I LOVE the idea of taking train trips and shit like that. but when it comes down to it. You're kinda dealing with the devil when you introduce an RNG element to shit like this. Where you cannot influence it by playing the character.

Staff would have to iron out the details as far as chance is concerned, you should have a vague idea of how each trip is going to go. So if you're afraid of dire loss, you just take the safe trips that lack any major loss. The only way you would really do harm is if you have a bad gambling problem and you keep doing risky trips. The world is chaos and we are but variables after all.
 
I was linked this idea by quite a few and I see why that is now. REALLY cool concept and nice use of UI with our style to show how it'd work.

Aspect usually accepts etc suggestions but I'm gonna go ahead and tell you this is gonna happen. We're currently working on other community updates that we'd like to implement, once we've got time I'll make this one a priority.

ACCEPTED
 
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