TV5 Plans and Screenshots

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metacide
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TV5 Plans and Screenshots

Post by metacide » Fri Feb 25, 2011 3:35 pm

Just so we can all be on the same page from the get go I figured we should agree on a few basic things, feel free to throw out your ideas/suggestions as well.

I'd like to see minimal destruction/personal building at origin. Maybe some helpful signs to point people in the direction of the newbie stuff.

Beaches are mined down to sea level at the very most, huge chunks missing near the coast are bothersome.

Please don't burn down trees that arent on your land.

Should we have skybridges, tunnels, or roads? Skybridges offer the most impressive views but can also ruin the skyline. Tunnels might be safest but you can't see anything from inside. Roads (with fences) offer a healthy balance of safety and view, especially if we have "way stations" where people can stay for the night if they are concerned about safety.

Any other thoughts?
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Re: Plans for the new TV5

Post by Dog » Fri Feb 25, 2011 4:28 pm

No land claims.
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Re: Plans for the new TV5

Post by KRG » Fri Feb 25, 2011 4:37 pm

Cats must be leashed and for Pete's sake, please pick up after your animal!
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Re: Plans for the new TV5

Post by TACOBELL » Mon Feb 28, 2011 4:08 am

i think a community city in the beginning would be nice.... like everyone stay close to spawn and build a city, then we can venture out forth.... i like the community feeling more then the game itself. kinda sucks when you dont even know where your neighbors are or how to get to so and so's house....
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Re: Plans for the new TV5

Post by Buzzy Beetle » Mon Feb 28, 2011 10:48 am

How about making a group project? Like Spuzzum, only more cooperative. I suppose for people who are interested anyway...
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Re: Plans for the new TV5

Post by metacide » Mon Feb 28, 2011 11:23 am

Buzzy Beetle wrote:How about making a group project? Like Spuzzum, only more cooperative. I suppose for people who are interested anyway...
A group project/community is a neat idea! We could make a minecraft town with actual streets and whatnot. I don't know what Spuzzum is.
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Re: Plans for the new TV5

Post by Masakari » Mon Feb 28, 2011 11:30 am

Spuzzum is the city that Gator and I made on Stevo's server. We essentially made the roads and gave people plots of land, and they built crazy things in there to 'sell' various things. It's really cool!
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Re: Plans for the new TV5

Post by Dog » Mon Feb 28, 2011 11:44 am

Spuzzum is a small former town on the Trans Canada, in the Fraser Canyon, just outside Yale, 200km east of Vancouver.
It is used as a joke name for a town in BC.
It used to exist until the 1990s when the gas station and store burned down. It even has a "You are leaving Spuzzum".
Now there is nothing except for the remains of the gas station.
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Re: Plans for the new TV5

Post by TheCarpe » Mon Feb 28, 2011 11:55 am

For some reason, Stevos server doesn't like me and I can't stay connected to it for more than 5 or so minutes, or else I'd have loved to have built in Spuzzum. If we could make something like that on Dogs Blown's server, it'd be great.
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Re: Plans for the new TV5

Post by John Doe » Mon Feb 28, 2011 1:07 pm

JD will attempt to build something if a plot can be assigned to him.

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Re: Plans for the new TV5

Post by KRG » Mon Feb 28, 2011 1:16 pm

I do not intend on really "building" anything so the town concept would suit me just fine. :) I will likely just mine shtuffs and give awy the materials.

Maybe I will build a Goodwill in the town. lol
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Re: Plans for the new TV5

Post by gator » Mon Feb 28, 2011 1:37 pm

I don't think it would be difficult to extend the idea we had (which kind of morphed into a business district) to a more town/community setup. I think the main concern I have would be that having many people build actual residences (and not just storefronts) would mean that supplies are very constrained in that area... so people would obviously have to branch out elsewhere to get their building materials.

Perhaps a residential version of the community with a semi planned way to do a rail between the various areas that people branch out away into for getting their building materials for quicker transport back/forth would be good.

Roads in theory are nice, but if we're talking about transport across large areas of the map... flattening land takes forever and if rail minecarts aren't used on land, just walking/swimming will take a painfully long amount of time to travel.

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Re: Plans for the new TV5

Post by TheCarpe » Mon Feb 28, 2011 1:48 pm

See the whole community aspect can also apply to resources. I can't speak for other people, but as long as you ask me first, there is very little I won't share if you need it.
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Re: Plans for the new TV5

Post by gator » Mon Feb 28, 2011 3:32 pm

TheCarpe wrote:See the whole community aspect can also apply to resources. I can't speak for other people, but as long as you ask me first, there is very little I won't share if you need it.
Yeah, that's pretty much what happens on Stevo's server too, people are pretty good about sharing excess resources they have. It's just tricky since people are somewhat spread out on Stevo's server, so getting from A to B to deliver resources can sometimes take a fair bit of time. There's been more underground railroads created recently by people that have made traveling much quicker to some locations.

I was more thinking along the lines of something where in addition to the town (presumably near spawn), the community could help make railways (or some transportation method) going out maybe 2-3 km in each direction that helps people get back and forth quickly to where most people might eventually wander off to post-town creation. Makes it easier for people to get back into town for delivering resources from wherever they go off to. If it's planned in advance, would make things easier.

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Re: Plans for the new TV5

Post by TheCarpe » Mon Feb 28, 2011 4:00 pm

That sounds like a good idea. The city could revolve around a central hub for minecart tracks, with one going off in each compass direction from the center of town for a mile or so, maybe with multiple stopping points.
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