Opening mail
From: | 1F616EMO |
---|---|
To: | $everyone |
Subject: | How should the new spawn point be? [RFC 3] |
Dear players, The current spawn point has suffered from unattractive designs and a confusing layout, which have led to a decline in the number of newcomers staying. The limited space on Spawn Island and developments in surrounding areas made it impossible to extend the current Spawn or to rebuild it in place. I have found a decent and large plain in Grape Hills, northwest of SmushyVille, and have reserved it as the future Spawn. It is accessible through the target named "New Spawn" in my Travelnet (Yantian Road Travelnet Hub, YTP-A28). The area of the plain is more than all of the current Spawn's landmass summed up and is about three-fourths of Luciopoli. Such a massive landmass brings countless possibilities to the future of the spawn point and the server, though any success requires a good start. So, here yields the question: How should the new spawn point be? If we dissect the question, it includes but is not limited to the following: What should the new spawn point's name be? In which style should it be built? What should be included? How can it prepare for future developments? And finally, how would it shape our community? All of the above questions are crucial to the future of the server. I hereby invite all players, experienced or not, to give suggestions on the development of the new spawn point, and to give comments on other's ideas. If you have any constructive ideas, feel free to tell us by replying to this email. If you are interested in a particular area of spawn point development and wish to get updates on related suggestions instantly, you may subscribe by replying to this email. Nevertheless, a weekly summary will be delivered to everybody every Sunday until this Request for Comments ends. The construction of the new spawn point may start after this week, though this doesn't mark the end of this Request for Comments. You are welcome to suggest improvements on working-in-progress projects as well as yielding new ideas. A summary containing my ideas, mainly on infrastructures, will be sent later. Please reply to this email if you have any questions on this Request of Comments. Yours truly, |
Weekly Summaries
Suggestions
Smartshop around spawn
Topic: Economics
- Midori: Hi I think that we should let players put up smartshops around spawn so that their shops will get more customers. (2025-02-02 22:34:52)
- 1F616EMO: I'd suggest (1) setting up smartshops that can be rented (see Spawn Market on this server and on LinuxForks server) and (2) shop plots that can be removed (or moved to some sort of sandbox) just like Your Land. (2025-02-02 22:55:25)
- Midori: ok (2025-02-02 22:56:35) (stub)
Public transportation
Topic: Transportation
- 1F616EMO: There should be a local line station close to the spawn point, like how LIFO does with their Spawn and Origin. That line should provide direct linkage to express station(s). The planned Line 2 of Grape Hills Railway (check Grape Hills Main Station) might be the best choice. (2025-02-02 22:53:40)
- Midori: ok (2025-02-03 19:49:15) (stub)
Land around the new Spawn
Topic: Land, Economics
- HelenasaurusRex: A catchment area... players are allowed to build within a radius around spawn, without asking for permission, but if they haven't asked for permission then you can mercilessly demolish them to make room for new developments. (2025/02/02 22:55:51)
- HelenasaurusRex: That would be a way to deal with the risk of not being able to easily expand it in the future. (2025/02/02 22:56:37)
- HelenasaurusRex: But that is a harsh way... (2025-02-02 22:57:26)
- HelenasaurusRex: One way could be to just accept the protected area we've got or expand it now. (2025-02-02 22:57:56)
- 1F616EMO: Gotta think of ur suggestion tmr cuz I gotta sleep, but IMO removing structures w/o asking them is really rude (2025/02/02 22:59:20)
- HelenasaurusRex: Yea, agreed, it was a harsh suggestion. (2025-02-02 22:59:38)
- 1F616EMO: My preference is to do an oversized protection over where it might be occupied (IMO, the current one is more than enough), then shrink it as we establish the boundaries. Regarding newcomers' lands, I have plenty of decent land around Grape Hills Main Station and Shino Station that can be used as newcomers' settlement lands. (2025-02-03 11:58:04)
Top-tech building, and possible integrations
Topic: Newcomers, Economics
- Vedu_0825: i think it should be one big fancy building displaying the top-tech items such as nuclear reactors digtrons and other things that would atract new players. also we should move the toolshop and maybe the market into the building. if we make it look like a real modern building i am sure, it'll atract many new players. (2025-02-04 19:18:30)
- 1F616EMO: I don't think top-tech on its own would attract newcomers. If I were a newcomer, I would walk past a nuclear reactor and say "What an adorable little meatball!" without realizing it is the top tech of this server. Rather than using it as a tourist attraction, we could add technical tutorials in the new spawn, probably next to (or in the same building as) the technic station. I do agree to move the market to the new spawn, but maybe not in the same building as high-tech stuff, as a packed skyscraper would be hard to navigate. (2025-02-06 10:05:23)
- HelenasaurusRex: What if the player was to be greeted with tech? I think players may be looking for an adventure to explore some really cool stuff. (2025-02-10 23:03:38)
- 1F616EMO: Thoughts on tourist attractions: We could set up a "features" section for showcasing all notable server futures, including technic, advtrains, etc. I'd prefer using something iconic for that. (2025-02-11 19:24:28)
- HelenasaurusRex: What if you had the odd contraption laying around spawn, it could be sat somewhere random nicely like a water fountain, small attractions could be something as simple as your most basic rubber extractor. (2025-02-11 19:27:25)
- 1F616EMO: Oh, so it's like having random artworks around the city with signs explaining them. That would be an excellent way to showcase features without squeezing them into a single space. (2025-02-11 23:10:46)
- HelenasaurusRex: Yes. (2025-02-11 23:11:50) (stub)
- Vedu_0825: What if the items are displayed like in a museum, next to the wall, behind glass? maybe the nuclear reactor is a bit too big but we could display thing like a fuelrod, or a core an a item frame. speaking of item frames, we can display thing that are still high tech but easier to make for beginers like chainsaw, vacum, powerbank, drill ect. i think most of the newcommers have never seen things like that. or even guns could be an atraction. (2025-02-12 12:22:47)
The layout of the new spawn
Topics: City Plan, Newcomers
- 1F616EMO: I have a brief city plan for the new Spawn: we could have four wide roads leading out from the spawning point, a building (or whatever is suitable) in a "town square"-ish thing. There could be tutorials and showcases on one side, public facilities (e.g. public farm Travelnet, "place to build" teleport pads, public technic station) on another, shops built by players on another, etc. For the road design, I am using a silver sandstone block sidewalk and compressed cobblestone roadway around Grape Hills Main Station, but the spawn isn't necessary following this. (2025-02-14 23:37:38)
Public Factory at Spawn
Topics: Technic, Infrastructure
- HelenasaurusRex: What if the public factory got moved to spawn? It could have a freight train that parks inside of it. (2025-02-17 03:48:49)
- 1F616EMO: I am against having a pipeworks-heavy factory right at Spawn... (just recall your memory of the LFCP Lag Factory, you know) As we have Travelnets and teleport pads, we could set it up elsewhere (I'd not reuse the current site, as the current Spawn isn't so friendly to freights). (2025-02-17 22:27:44)