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Vetronia Road Project (VRP)
Topic Rating: +10 (10 votes) 
December 31, 2012
11:44 pm
ryanpitts
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Project Managers and Workers (so far)

  • Ryanpitts
  • LightwarriorK
  • Emulated
  • RikkidoSeph
  • Dalferes
  • Pherian

As a project that will get me back into playing more, I have decided I will lead the production of roads in Vetronia (thanks for the idea goes to LWK!). My basic idea for this is to have the city owners and main residents of each region to create a road design for their regions.

Image Enlarger

For example, Yertopia's owner and the other city owners of Nova Vetronus would create their own road design for Nova Vetronus specifically. After they have done this, they will need to get the design approved by one of the Project Managers ingame (the design will need to be great!). Then our team (anyone who wants to help) will plan out the roads for each region and get to buiding them.

NOTE: This is a rough post so I will detail it more as the project moves along, but if you are interested tell one of us ingame or post on here.

I have awesome shoulders.
December 31, 2012
11:54 pm
LightWarriorK
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It should be a great effort!  I will lend what Transportation Planning experience I can to the project. Laugh

EDIT:  To expand a bit, IRL, roads are given classifications based upon a number of attributes:

  • Who owns/maintains the roads
  • The jurisdiction in which the road is located
  • The type of traffic the road is allowed/expected to handle
  • The amount of traffic the road actually handles
  • The types of land uses around the roads

These classifications are usually used to determine the size and configuration of the roads, in order to increase vehicle capacity, reduce traffic congestion, and improve safety.  Naturally, those aren't considerations in Minecraft: No cars.  And even if there were, they wouldn't be issues unless we were hosting hundreds of players at once.

Roads in Vetronia hardly need to be more than 5-wide.  7-wide at the maximum.  In Highmoor, I use 3-wide, with a step-curb, and that, I feel, would be sufficient for the vast majority of the time.

But I think the first two bullet-points above might be helpful anyways.  After thinking about it last night, before planning out a road system, it might be helpful to determine what is going to be planned.  For discussion purposes only, I submit that the following classifications might be useful in Vetronia:

  • VHS - Vetronia Highway System - The highest order of roads, serving as a national highway.  It would serve as a much slower, but necessary, version of the Rail Lines.  These should be kept to a minimum, but should at least touch all the regions.  They don't have to touch every city, but should at least approach the major ones.
  • Regional Systems - As mentioned above by ryan, these would be determined by those living in the regions.  No one who doesn't want a road should get one, but any city that wants to connect should be able to.  These wouldn't go to personal projects or houses, but actual cities and towns.  Ideally they would connect to the VHS.
  • Local Streets - Non-server owned, these would just be roads that people would build off of to get their project connected. Staff would have to help connect these to the server-owned systems.
  • City streets - Up to the owner of the city, if there is one.  In cases of cities where there is no single owner, the server can work to establish enough roads to get a network started that others can continue.

I think that any more than this would be too much, but this would create a good network.  I would also suggest that the possibility be examined for a bridge to be built from Vetropolis to the mainland for the VHS.  A lot of newbies get confused about where to go, and it might help to have a land route to get them going.  Just be aware that wherever that bridge makes landfall in free areas, we'll probably have to establish the basics for a free city for them there, otherwise it'll be a mess, like the earliest version of LeFay.

"Awake, oh man, and be wise." -Thoth
January 1, 2013
12:49 pm
RikkidoSeph
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Well you know what im like for road building so count me in on this.

January 1, 2013
1:20 pm
ryanpitts
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I like the sound of that, Light. I will get on tonight and talk to you guys ingame about all of this as well. I am interested in how the VHS and RS (regional systems) would work together though, because if you have a RS and the VHS going to the same city, how would we lay it out?

I have awesome shoulders.
January 1, 2013
4:16 pm
Dalferes
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I can join the team :)

This is my signature and I hope you enjoy it. - Dalferes
January 1, 2013
5:28 pm
Pherian
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I'll help however I can. Just tell me what to do!

I told the doctor I broke my leg in two places. He told me to stop going to those places.
January 2, 2013
2:40 pm
LightWarriorK
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ryanpitts said
I like the sound of that, Light. I will get on tonight and talk to you guys ingame about all of this as well. I am interested in how the VHS and RS (regional systems) would work together though, because if you have a RS and the VHS going to the same city, how would we lay it out?

Well, for example, here is part of the road network that I deal with IRL:

Image Enlarger

For scale reference, Vetronia is about 6.2 miles wide.  This map is 14.2 miles wide at its narrowest point.

On this map, I have the US Interstates in red, the US Primary Routes in thick black, and the State Routes in thin black.  The grey roads are the County, Municipal, and Private roads.  You can see that the Interstates may touch the cities (yellow boundaries), but not necessarily.  The US Routes fill in a lot of the gaps, and the State Routes even moreso.

The same could be done for roads in Vetronia.  If I might take the liberty to sketch it:

Image Enlarger

Thus.

And remember, that's just a sketch, the roads would NOT be that wide.  Just a few blocks across even for the highways.

So a very few major highways for the VHS, connect the cities with the RS, and then after that, let the roads grow as they may where appropriate.  

If you look at Highmoor you can see where maybe the VHS will enter Trymaer but not too far, and the RS picks it up and connects the cities of Highmoor, Freya/Alexandra, Navarro, etc.  My little spider web of roads after that are mine to deal with alone, not the responsibility of anyone else.

Anyways, that's just my thought on the matter.

"Awake, oh man, and be wise." -Thoth
January 2, 2013
10:50 pm
ryanpitts
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Awesome, I love it! I think up in the little corner with the two other cities near Hydriquin I'm going to create a hub in the middle with a ship going back to spawn (I'm just posting this to remind myself, so ignore it Kiss). RS roads can be added as more cities are made, and VHS highways can be added if a major (probably very major. Like the scale Highmoor, Baywalk, Vetra, and Navarro are becoming) city is created somewhere the VHS isn't near, or if Vetronia ever expands.

The road design for the VHS will need to stay the same throughout Vetronia. I don't think a large contest will be needed for a 7-block wide road, so some of the great builders on VC can come up with the design. I feel that the VHS should be about 7 blocks wide and the RS roads should be about 5 blocks wide.

Thinking far ahead, Light, do you think there could be a way to mark the borders of Regions? A nice looking wall that goes around them would probably take months, so there hopefully will be another way to do this.

I have awesome shoulders.
January 3, 2013
9:12 am
LightWarriorK
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Absolutely, the VHS design should be standard.  I personally like the Slab/Step design, similar to what I use in Highmoor, so that gets my vote.  It's a half-step down, though, so it might not work as well.  However in any case, I would suggest that the materials for the VHS be crafted (brick, sandstone, etc.) instead of natural (gravel, sand, etc.) and that there be a border with a material change on the outside.

I like the idea of 7 for the VHS, and 5 for the RS.

As for marking the borders of the Regions, I think that Gates along the roads would be sufficient.  Signs denoting what Region you're crossing into.  Even IRL, there aren't walls around states or countries in the wild areas, usually.  At most, maybe put up a signpost along the border at visible intervals?

"Awake, oh man, and be wise." -Thoth
January 3, 2013
9:23 am
ryanpitts
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Yeah, gates along the roads sounds perfect.

I have awesome shoulders.
January 3, 2013
11:38 am
RikkidoSeph
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Yeah i use the slab/step design myself i used it for the road that i built through the desert and mountains that runs to White Harbour and left the rest for people to connect to it how they want its a main highway technically but i also use it for roads in and around WH not that there is many around it as its mostly water. I think that potentially the slab/step design would be good for that as since the latest patch steps now work on corners so its all seamless and IMO looks the nicest but again we should at least try a few designs out maybe find a nice flat bit of ground that we can run designs concurrently and get a better look at them just an idea.

 

(I apologise if this makes no sense it literally took me 10 mins to write this as for some reason i cant type at all today and had to re-do most of the words  >_> so some bits may overlap or seem lacking)

January 3, 2013
6:23 pm
Dalferes
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In regards to border gate thingy, I have an archway that defines the border of Freya/Alexandria which works fine.  Nothing overpowering but a land mark to state "hey you're in a different region".

This is my signature and I hope you enjoy it. - Dalferes
January 4, 2013
6:58 am
Pherian
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I like it, all of it, I'm all tingly at the prospect of building roads. Super tingly. Like, there are - OH MY GOD THERE ARE ANTS ON ME!!

I told the doctor I broke my leg in two places. He told me to stop going to those places.
January 7, 2013
9:39 pm
ryanpitts
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Alright guys, Tony and I worked a little bit on Syreaem's road design. If you guys could start making your region's design so that we know what we will be making for each of the regions that would be awesome.

I have awesome shoulders.
January 8, 2013
9:00 am
Pherian
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My region will showcase its hospitality. Shown is my proposal for Okaem's roads. :) 2013-01-08_10.02.30.pngImage Enlarger

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I told the doctor I broke my leg in two places. He told me to stop going to those places.
January 8, 2013
9:27 am
RikkidoSeph
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Ill take a screen when im at home and not on the laptop at work but it'll be my usual slab/step design as iv already laid a lot of it.

January 10, 2013
5:42 pm
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I'm currently grounded because apparently a 2.9 isn't good enough but I have a design ill try to post a pic but here is an over view

W= white wool
B= black wool
S= smooth stone slab. The white sidewalk ones

sbbbbbs
sbbwbbs
sbbwbbs
sbbbbbs
sbbbbbs
sbbbbbs
sbbwbbs
sbbwbbs
sbbbbbs

So on. This is from my phone so sry

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January 14, 2013
2:40 am
tootaboo
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The roads in Syreaem do not currently match the movement of the area, I will try to make some plans but honestly it is my worry that the placement of expansive roads will be more of an issue than a welcomed advancement. Maybe it would be a better idea to develop roads between near cities, as to not create a massive unbuildable web of roads that will not see use. For now I ask that no plans to connect Vetra to a road system be implemented.

 

EDIT: I don't understand why we would do this.. we've had road systems before, that no one ever used. We don't get use out of our rail system as it is because portal ships are over used and mass produced, this is an even slower system of transport that will see far less usage. If these roads are residence, it will create a massive web of claimed land, leading to the inability of new and existing players to build cities in areas of land they choose, and on that note, if new areas spring up, the architecture, direction, and placement of the roads can become a problem. Already with the unofficial road system we had before, there was tons of red tape in having them removed for building projects. This also opens up the idea that maybe some cities don't want to be connected by road, maybe some don't want to have highways bursting through their regions.  I request that this project be changed into a regional optional project, connecting cities in near proximity to one another.

January 14, 2013
7:45 am
LightWarriorK
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I tend to think of roads in Minecraft more as "locational anchors" than "transportation routes."  You're correct, Corey, that most people won't use roads.  But given the number of newcomers wanting to know "where can I build?," it's important to have places to send them.  Right now, it's either "take a portal ship," or "take the rails."  In the cases of the portal ships, you get people getting dropped in the middle of a fully Res'd area like Vetra or Highmoor, or dropped in an area where they sort of just glomp on to the existing infrastructure, like LeFay.

I think, therefore, that infrastructure is important for getting the average user to establish themselves.  Not so much as a way to travel, but as a place to feel "attached" to the rest of the server.  

Even the rail lines don't do this, as you are just dumped into the middle of nowhere.  Now, if the stops on the rail line then had paths leading out into the wild, THAT would be something, and hopefully this project can do that.

But no, I don't expect many (or any) to use the road network as an everyday way of getting around.  But I do believe it's important.  I also don't really think that it would be a "massive web of claimed land," because although in my little sketch the roads seem very wide, a few swaths of 5-7 block roads where appropriate shouldn't be very obtrusive at all.  Now that I'm back at work, I can work on some sketching of Trymaer's roads, and Tony did ask for some help on Syreaem as well.

[On that note, talk to Tony about connecting Vetra.  After I made the above sketch, he specifically requested that a main VHS route connect into Vetra.]

In the end, though, even Res'd roads aren't permanent.  If a road is built and someone comes along with a plan and wants to do a project where the road currently is, there shouldn't be any reason why the Res for that section can't be abandoned, and that player can then incorporate the road into his/her project, or the road can be relocated to a more appropriate area, or removed completely.

"Awake, oh man, and be wise." -Thoth
January 14, 2013
3:49 pm
tootaboo
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This system of roads, similarly to our current rail system, would quickly become out dated. There is no reason to construct such roads, because that is just one more mass project that clutters our already cluttered map, deems where and where not people should be building, and removes an independent feeling from our server.

 

I believe that local road systems should be organic. Settlements should be able to be road-less, or far off and disconnected from one another. "Follow one of the many roads" Is no better of a 'where to build' guide than "Take a portal ship". I believe that a massive above ground road system will do nothing but lead new people away from current communes and towards the last bit of virgin land we have.

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