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Is your feature request related to a problem? Please describe.
The cities currently do not feel as cities. Instead, they look more like rural towns akin to Innsmouth, where everything is one Z-level big, two at most. There are, of course, exceptions: mall, megastore, apartment tower, office tower and the like; but then, those huge buildings often spawn on the edge of a city, giving the player an easy access to abundancy of food/books/building materials (fridges and TVs, stuff that is less common than just planks) and the like. Put it short, the URBAN city doesn't look nor feel urban, due to lack of hundreds of Z's in the heart of the city and the sheer amount of residential houses that are inefficient at housing more than ten people at once. How come there are limbillions of people dead and all the cities in the area are capable of only housing nine grand or so citizens at most? Where does the other million of the population live?
Describe the solution you'd like
New option during map generation: City density, going from 0 to 8. 0 disables the mechanic.
Cities with the 'radius' (size) above 8 will have an inner radius of R/X, where R is the city size, and X is the city density parameter - the 'dense' area. That means, a city density parameter of 8 would make the inner radius only one 'tile' in size, whereas 1 would turn every place into a megapolis. Again, the radius can be completely turned off by setting the parameter to 0.
In the dense area, there is an increased weight for the 'urban' building category to spawn (lab tower, apartment tower, mall, urban block, etc.. Mods can add their own building to this category, so something like Urban Development mod would LOVE this), as well as an increased amount of cars (x2) and zombies (x4). High risk, high reward. "Your deathmobile has a purpose"
The regular radius of two overlapping cities should always create a dense zone no matter the size (unless the parameter is 0); 16 size 0 distance cities will make a HUGE megapolis this way.
Overall, this would be:
Good for certain mods
Configurable
Challenging (x4 spawns ain't a joke)
Rewarding ( office labs mean that an endgame character would have a reason to delve deep into a city)
Also, this would make subway / sewer travel even more viable. I see that as a plus, since those zones sometimes have unique content that is easy to miss.
Additional context
it's gonna be funny in winter, when 90% of zeds turn into hulks and all the dense zones will become death zones. But hey, that means challenging combat for endgame players, and combat is one of the most fun parts of cata. Not like that would be MUCH of an issue, since gamers usually install a heavy laser turret on their kevlar-covered luxury solar-powered RV with heavy-duty rams and steamroll. Unless it would, which is a plus in my book.
Also, increasing spawn in world options is not a good option for solving city density - it increases spawns globally, which means more monsters in labs, in subways, in desolated places, etc. The question of 'where did all these people live and work?' would stay alive and ruin my day >:(
This discussion was converted from issue #2732 on May 11, 2023 04:57.
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Is your feature request related to a problem? Please describe.
The cities currently do not feel as cities. Instead, they look more like rural towns akin to Innsmouth, where everything is one Z-level big, two at most. There are, of course, exceptions: mall, megastore, apartment tower, office tower and the like; but then, those huge buildings often spawn on the edge of a city, giving the player an easy access to abundancy of food/books/building materials (fridges and TVs, stuff that is less common than just planks) and the like. Put it short, the URBAN city doesn't look nor feel urban, due to lack of hundreds of Z's in the heart of the city and the sheer amount of residential houses that are inefficient at housing more than ten people at once. How come there are limbillions of people dead and all the cities in the area are capable of only housing nine grand or so citizens at most? Where does the other million of the population live?
Describe the solution you'd like
New option during map generation: City density, going from 0 to 8. 0 disables the mechanic.
Cities with the 'radius' (size) above 8 will have an inner radius of R/X, where R is the city size, and X is the city density parameter - the 'dense' area. That means, a city density parameter of 8 would make the inner radius only one 'tile' in size, whereas 1 would turn every place into a megapolis. Again, the radius can be completely turned off by setting the parameter to 0.
In the dense area, there is an increased weight for the 'urban' building category to spawn (lab tower, apartment tower, mall, urban block, etc.. Mods can add their own building to this category, so something like Urban Development mod would LOVE this), as well as an increased amount of cars (x2) and zombies (x4). High risk, high reward. "Your deathmobile has a purpose"
The regular radius of two overlapping cities should always create a dense zone no matter the size (unless the parameter is 0); 16 size 0 distance cities will make a HUGE megapolis this way.
Overall, this would be:
Also, this would make subway / sewer travel even more viable. I see that as a plus, since those zones sometimes have unique content that is easy to miss.
Additional context
it's gonna be funny in winter, when 90% of zeds turn into hulks and all the dense zones will become death zones. But hey, that means challenging combat for endgame players, and combat is one of the most fun parts of cata. Not like that would be MUCH of an issue, since gamers usually install a heavy laser turret on their kevlar-covered luxury solar-powered RV with heavy-duty rams and steamroll. Unless it would, which is a plus in my book.
Also, increasing spawn in world options is not a good option for solving city density - it increases spawns globally, which means more monsters in labs, in subways, in desolated places, etc. The question of 'where did all these people live and work?' would stay alive and ruin my day
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