Connect Bay City / Nova Albion to Sansara road network
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VvDrakevV Resident
With the Anniversary of Bay City coming up this weekend, it's well past time for Bay City to be connected to the rest of the Sansara road network. I've been able to physically walk out two proposed paths. Both paths would be entirely on Linden owned lands, not taking any resident parcels from existing owners..
The proposed route would start at the info hub in Dore (where the existing road out of Nova Albion ends). Continue south through the Morris sandbox and along the eastern side of historic Oak Grove, though through the portion where there are no builds. Enter into the vehicle sandbox sims and follow one of two paths from that point:
- Move south at Bethel and use the existing vehicle sandbox pathways and bridge system to translation to a coastal road in Ouranos, dropping into a tunnel or under-water road along the southern edge of Mnemosyne and the southern most edge of Abbotts (currently LL owned), then up the canal in Cowell, connecting to the road at the Noyo parking lot.
- Continue east through the vehicle sandbox, moving under water at Kapor, through the existing waterway in Stinson, under the "Bay of Space Pigs" and connecting with the roadway in either Rodeo or Omidyar.
Both routes would require an underwater road or tunnel system, though considering the quality work with such routes in Jeogeot, there's plenty of precident for that! As stated, we walked both routes from start to finish and found either LDPW or Governor Linden owned parcels the entire way. Happy to walk the route with anyone as well.
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IceCold Skytower
I would connect Bay City through Shermerville, from the north along that water channel that goes up to ANWR, not sure where it'd be able to connect to the road network from there however.
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Abnor Mole
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Abnor Mole
Marianne is correct that the proposed route goes through "untouchable" areas. There is also the problem of paving over narrow water channels that have existed almost since the beginning of SL time. Both are a non starter. There is also considerations to the level of the road it is connecting to. (People look at the map and often don't think enough about the "Z")
That being said we definitely have long wanted to connect the Bay City road network to the larger Mainland road network. We are looking into viable options and possibilities on how we can make this happen while being sensitive to the SL history of these locations and the sensibilities of landowners in the area.
VvDrakevV Resident
Abnor Mole every route that gets suggested gets the exact same answer. 10 years ago Michael Linden would get proposals to link the road to Bay City and say the same thing. "Sorry, your plan is unfeasible but we'll find an alternative."
Many of these historic locations, no one knows they exist or what their original purpose was. Providing a road past them and some landmarks might make more of the general population care a bit more and drive some traffic to them.
Bay City turned 17 today, hopefully a connecting road gets built while there are still people around who care to use it.
Zeth Starlight
Abnor Mole I'm glad to see this getting marked as tracked and possiblities being thought up. There is some ideas I have that can be added for consideration just to help with the situation as I want to see this happen.
Proposal one, Maybe a few open space regions/homesteads could be placed to get around these untouchable lands and connect from Mavericks's frog road and head west, linking up to either Nova Albion or Bay City up from the south. It bypasses all untouchable lands.
Proposal two, Take into consideration to change some of these untouchables just enough for a road to go through. There comes a point, do you keep something "as is" that gets almost no traffic or do you honor the place where it started(possibly an information hub and museum, etc) and give the place new purpose so residents have a reason to come around and it benefits the residents.
I understand preservation and history, I'm someone who is all for it. But I also understand that sometimes you have to add change for the sake of progress.
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Abnor Mole
VvDrakevV Resident: I understand that, Drake. Most suggestions get the same answer because most of them run up against one or more of the same problems making them unfeasible. This is nearly always because residents will have what they believe is a viable solution without having a true understanding of the limitations involved. So the route ends up twisting like a pretzel trying to force it to work rather than abandoning it and finding one that works within those limitations (assuming one even exists).
That's why most routings:
-Require the forced confiscation of resident owned land or drastic altering and the protected land nearby (like filling in or obstructing waterways)
-Miss some mitigating factor the proposer is not taking into account (Like proposing to open up a seaway for boat traffic between two regions with differing water levels)
-Drastically underestimate the level of difficulty or resources required (such as moving entire continents)
-Ignore the cost to the Lab to support in perpetuity (like supporting dozens of regions for the sole purpose of connecting continents).
-Don't provide enough of a benefit to outweigh the cost.
As Lindens and Moles we have a much more intimate and comprehensive understanding and experience with what those limitations are to be able to come up with workable solutions and overcome those obstacles. A better use of this feedback tool is to upvote concepts so we know what our customers want to see us do rather than how exactly to do it. And if a solution exists, allowing us to find it.
VvDrakevV Resident
The morris sandbox doesn't fill the entire Morris sim, the eastern and western edges are simply "protected land" and could host a road. The entire S/E corner of Oak Grove is currently a large empty parking lot.
There's plenty of territory there to put in a tasteful road without impacting the 40% of the "historic" used portion of the region. We physically walked the route, there are no places where it enters resident land.
Marianne McCann
I know we've long, long wanted a connection, but I don't see this route working. It cuts right through the morris sandbox and Oak Grove, which are both locations I've been told repeatedly are not to be touched. It also cuts through Resident land on the other end.
That said, I do think I see an alternate route that might work via Frog Road and Route 50 (and tunnels, as mentioned above), and will have to submit it shortly.
Zeth Starlight
Marianne McCann There is alternatives, the point is to show that it is possible to do and of course up to the linden/mole's discretion . However, there is a cut out section that goes around the Morris Sandbox that looks like there was going to be a road at one point that never got built which is shown in the second to last picture.
Marianne McCann
Zeth Starlight Oh, I agree. I was just pointing out the issues with the route
as shown.
Also, I am 99.44% sure the cutout bit in Morris wasn't for a road but, rather, was a "no build / no object entry" area to prevent auto-replicating physical stuff from escaping the sandbox.At any rate, as both a Bay Citizen and a driver, who has looked at this map for a long time (and had to deal with the numerous areas that can't be changed), I'm simply offering my feedback. I would
adore
a path between.Finn Pixelbottom
I can see this working one way or another. I would love to see places like these connected through a highway system.
Zeth Starlight
I'm honestly surprised this has not come up sooner being that Bay City and Nova Albion have been here in SL for so long. I think it's a great idea to see the oldest cities in SL get connected to the rest of mainland. There is a lot of cut out sections along the area like there was plans for a road at one point that never came through. It would allow residents to drive not only to these cities but see historical sights along the way.