Add an "Independence Port South" tram station
First person on a team that gets in zone, shouts go via Brickstown.
Not an ideal way, but its a decent work around.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
I remember doing an arc once and I got the dreaded next mission appear in my screen..."PATROL INDEPENDENCE PORT"........................
Well as you can imagine, I would never do this arc in flashback with no travel power or AT only powers ever, ever, ever!!!
I think the addition of a 'South' station could be achieved with minor jigging, mainly because the line already exists, wending its way to Brickstown in the South.
I did have a brief thought about a clickable 'Shuttle' near the Indy transport hub (Base Portal, Ouroboros Drop-Off AND station all clumped together) when reading the OP's suggestion but, graphically and concept wise I actually think the shuttle idea is lame .
Also IP is the only zone (apart from perhaps the Shadow Shards) where TP Friend actually comes up against its range limit! Seriously, try it out if you don't believe me.
The problem
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is the mindless zig-zagg
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to getting around on the
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s there. Geez.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Great suggestion! /signed
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
I heartily /sign this suggestion.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
As the title says. Both its size and layout make travel to many missions a serious hassle and hoofing it for two miles is a horrendous chore no matter your travel power. The "outer ring" layout also means that if the mission door isn't near you, it will likely be along one of the other, distant walls. Now, I know zone design and modification isn't as simple as "plop this here", but by Cthulhu's unholy navel lint, can we please be spared of the pointless tedium every time Independence Port pops up in the mission list?
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if it took forever to get around like in EQ or WoW, then yes. but travel is realy trivial in this game. not to mention that it isn't going to make a difference if you are not in IP and you don't know which end of the zone the mission is on.
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In THIS game, it would be a very nice QOL feature to add a southern tram stop for IP. Then the first person in the zone could tell the rest of the team which station to use, and quickly pop to the other station if they came in the wrong one.
[Standard code rant, etc. all apply, of course.]
In THIS game, it would be a very nice QOL feature to add a southern tram stop for IP. Then the first person in the zone could tell the rest of the team which station to use, and quickly pop to the other station if they came in the wrong one.
[Standard code rant, etc. all apply, of course.] |
Nice idea, Quinch.
I would hope that SCR does not apply to it very heavily, since it was done in Skyway and FF.
/signed.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
To back up the point about improving QoL - when the other station was introduced to Skyway it was a godsend! Skyway, especially with the potential lack of travel powers, was a horrible place to traverse around and when they added the Bloody Bay PvP talkie mish, even moreso (especially if I'd already used up a 'complete this mission'!).
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- lowbie mission doors are still half a zone away at the south end of Skyway while
- highbie mission doors were put half a zone a way at the north end of Skyway?
Teams are the number one killer of soloists.
As an alternative proposal, what about a ferry system? It could work kind of like Grandville or Fault Elevators only they help you travel a horizontal distance instead of a vertical one?
Basically a main hub near the train that leads off to five different parts of the zone by entering a ship door, you exit out a ship door at the nearby destination, possibly with labels to the different areas the boat takes you to and from. Maybe a few small bus with three boats, the other two being one way trips? (By the dropping you off on a jutty, a dock, or even the water.
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yes plz
or put a portal connecting both ends
I dont have a siggy.....sad huh
it's a great zone but way too big!
/signed
here's another thought, what ab out Nerva Arch.? it's ok for IP to get something that cuts down on travel in zone but not Nerva? when making suggestions about zones, it is good to keep in mind the other faction.
for another thought, how long before anyone asks that ouro and base tp's get access to this new part of IP?
As the title says. Both its size and layout make travel to many missions a serious hassle and hoofing it for two miles is a horrendous chore no matter your travel power. The "outer ring" layout also means that if the mission door isn't near you, it will likely be along one of the other, distant walls. Now, I know zone design and modification isn't as simple as "plop this here", but by Cthulhu's unholy navel lint, can we please be spared of the pointless tedium every time Independence Port pops up in the mission list?