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Imgran

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Nov 2, 2003
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Personally I think this would be both a very cool addition to the game, and something that would solve a mechanical gap in Surviving Mars. I'm talking about the option to run a zipline from point to point for personal transport.

The purpose of the ziplines is for quick, self-initiated travel from one dome to another. Since we know that colonists do want to move from dome to dome, creating a system where they could do so rapidly and safely is important to the theme of the game, and being stubborn about relying on the unreliable shuttle system isn't going to accomplish that.

So go ahead, bite the bullet, and create a simple mechanic where settlers can take a zipline from one dome to the next and get where they were going anyway, shuttle or no shuttle, in a bit more style and safety. From a thematic standpoint it fits, and from an "awesome factor" standpoint it'd be a good addition. From a programming standpoint it would probably also be easier to put in than to continue to rely on the extra moving part the shuttles represent. Instead of controlling 2 things to achieve proper transport, the shuttle and the colonist, the colonist just paths to the zipline.

Personally I think it makes a cool suggestion and might be an effective workaround for the asphyxiation issue in the game right now. Thoughts?
 
That seems like a fun advanced option. If the game gets reworked for easier transport between domes I can see a few stages of options:

1) Simple tunnels between airlocks. Uncomfortable to use, prone to air leaks needing repair and make an impassable space.

2) Monorail transport. Similar to above but it's raised up on stilts allowing drones and cables to pass underneath.

3) Ziplines. Cables that stretch between spires and allow for rapid transport without any obstruction or maintenance.
 
I like the idea of monorails between domes.
 
I do too but monorails feel too power hungry for a small population which is why I settled on ziplines which are powered by gravity
You are thinking of Maglev as power-hungry, monorails require fuel or battery power for the most part. This would also require that the game's colonist and shuttle AI be better programmed/debugged as well...

I would think that these would be prudent given that I keep getting my colonists doing the 'walk of death' to a dome:
  • Basic Rail: Basically a starter transportation option that has -overall- low maintenance costs for it's abilities. Build a train depot (which houses a small number of trains) and a number of stations (which are a combination of freight and passenger stations) -with some field maintenance stations for longer runs- to have fast travel between domes and depots. Laying down track takes two hexes instead of one (i.e. a double track if you want to use Railroad Tycoon lingo), so space required to ensure that you can have trains run around can be problematic. The trains use Fuel to operate and each station and depot will have a fuel supply requirement. Each train depot will have three trains with a minimum of 2 locos -with longer-run locos looking more like dual-unit models like the EMD F-7 locomotive while at first you only see something akin to the EMD FP7 locomotive- and 3 cars each with a maximum of 2 locos and 9 cars each before upgrades, but you can increase the number of trains by paying resources -metal, spare parts, and electronics- to build them. Depots are vital given that trains can only be maintained in said depots or field maintenance stations. Once you've gotten your fuel infrastructure up and upgraded it's capabilities, this is probably the most efficient cargo and colonist mover in the game per fuel drum. Can be balanced via depots and stations needing prefabs to construct at first and the mentioned fuel cost. Upgrades include enhanced mobility, better transport cars (i.e. more resources and colonists being transported), upping the maximum of cars on a train, more effective maintenance cycles, better fuel economy, and decreased cost. Basic Rail can use tunnels as standard.
  • Monorail: An advanced and more space-efficient transportation option that generally costs a bit more than Basic Rail. High speed, low drag, low resource and colonist capacity are the defining characteristics of this option. Like the Basic Rail, it relies on a system of stations, depots, and field maintenance stations to operate properly. Like the shuttles and basic trains, they need to be maintained. The reason that monorails are considered space-efficient is that there is an upgrade to have pipes be underslung of a monorail, which makes it far easier to simply have a simple(er) network of pipes with the added bonus of having a cable running under the monorail. A monorail train has a minimum size of two locos -with engines with an extended fuel tank used for those on longer trips- and 4 cars with a maximum size before upgrades of two locos and 12 cars... and the cars carry a quarter that the Basic Rail cars can haul. Monorail fuel efficiency is greater than a basic rail but on a resource cost basis it's not as efficient as a basic rail. Upgrades consist of not only of the aforementioned upgrades that the Basic Rail has but also abilities like 'underslung life-support pipe' and the ability to use tunnels.
  • Maglev: The 'endgame' transportation option and perhaps the most costly in terms of resources to build and maintain it. Instead of using fuel to power the trains, the Maglev network consumes immense amounts of energy. The upside to all that cost? Well, it moves colonists and resources like no one's business due to their speed and shear cargo capacity. Since the Maglev requires energy to function, you can use this to replace cable expansions later in the game. A Maglev train has a minimum size of two control cars and 2 cars with a maximum size before upgrades of two control cars and 6 cars. While Maglevs don't have a fuel-efficiency co-efficient to take into account, they do pig out on your energy grid. Upgrades include better energy efficiency and any non-fuel based upgrades from the aforementioned options.
  • Cable Car: A walking-ranged -i.e. between the domes of a dome cluster- transportation option that you can get close to the beginning of the game. Now this option is designed to use a spire slot with arcologies and other 'dome poking' spires having the ability to become a station with some research. It is only useful for food and colonist transportation within a very short range of the dome it is built in. These tend to be one or two car affairs at most and can get easily damaged in high winds. These cars effectively turn a cluster of domes into a larger dome. Cable cars are slow however, and are probably the slowest and cheapest option available. Upgrades consist of making any dome-poking spire (arcologies being the biggest example) into a possible station and enhanced durability.
  • Astro-Shuttle: Basically the current shuttle system but split into two parts: Passenger and Cargo shuttles. The shuttles are a high-speed option that has very minimal construct footprint compared to the other options and are comparatively cheap to build and maintain. Problem is that their bays have a large startup cost, eat through electronics like a pig, and require a large constant supply of fuel to function, thus having effectively a maximum range. Passenger Shuttles can take 8 people starting out and quickly go to their destination while cargo shuttles can take 30 units of a resource to any depot on the map, making them extremely useful for general purpose work. Upgrades increased mobility, increased fuel efficiency, a shuttle bay's shuttle capacity, and faster shuttle construction.
  • Dome Walkways: A more general purpose option for a dome cluster that also allows energy and life support to be shared between domes. Cheap(ish) to construct and maintain, they can transform a cluster of domes into one larger dome. Problem is that they always have airlocks, decrease the comfort of the linked domes a little, consume a little oxygen and energy, and can be easily destroyed by meteors. Upgrades mostly pertain to the durability of the walkways and making them easier to construct.
  • Subway Network: This an 'in-dome' option for colonist transport. Like the name it connects the dome to your colony's subway network. The size of the station is the same as a living quarters however, so this might make it bad for basic domes where every slice counts. They consume a lot of electricity as well and have a steep mechanical parts maintenance cost. Upgrades focus on energy efficiency and reducing maintenance costs.
These are probably the best that I can come up with. Also, it might be prudent to call the game's 'field resource depots' instead of simply depots, allowing a more resource-intensive high-capacity resource depots to be constructed.