Difference between revisions of "Talk:Turf 2 Design/Suggestions"
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+ | == Base Engine == | ||
+ | |||
+ | Is there already a specific height limit in mind for buildings? | ||
+ | With the addition of the underground layer, is that separate from lots, or will lots be able to be saved with basement additions? | ||
+ | |||
+ | == Modability == | ||
+ | |||
+ | |||
+ | == Performance Goals == | ||
+ | |||
+ | |||
+ | == Artistic Goals == | ||
+ | |||
+ | |||
+ | == Economy == | ||
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income? | Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income? | ||
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor? | If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor? | ||
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented? | Would this tie into government ideologies or systems of government if depending on if a system of government is implemented? | ||
+ | |||
+ | == Resources == | ||
+ | |||
+ | With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind? | ||
+ | |||
+ | == Finance == | ||
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe? | I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe? | ||
− | + | == Other suggestions? == | |
+ | |||
+ | Since there is a modular system for Dungeons in Turf 1, I wonder if it would somehow be possible to create a module system for lot designs? Or perhaps an ability to save certain rooms, or generate rooms / entire buildings based off of modular building. For instance. A bedroom, kitchen, or bathroom can connect to a hallway. If you have a house based on some 5x5 plan or whatever number, maybe you can have a 3x3 living room connect to several sets of 1x1 hallways adjacent to 2x1 bedrooms, or similar. There should be a system to create simple random generation houses to encourage explorability of houses, or small offices. |
Latest revision as of 18:53, 4 May 2019
Contents
Base Engine
Is there already a specific height limit in mind for buildings? With the addition of the underground layer, is that separate from lots, or will lots be able to be saved with basement additions?
Modability
Performance Goals
Artistic Goals
Economy
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income? If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor? Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?
Resources
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?
Finance
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?
Other suggestions?
Since there is a modular system for Dungeons in Turf 1, I wonder if it would somehow be possible to create a module system for lot designs? Or perhaps an ability to save certain rooms, or generate rooms / entire buildings based off of modular building. For instance. A bedroom, kitchen, or bathroom can connect to a hallway. If you have a house based on some 5x5 plan or whatever number, maybe you can have a 3x3 living room connect to several sets of 1x1 hallways adjacent to 2x1 bedrooms, or similar. There should be a system to create simple random generation houses to encourage explorability of houses, or small offices.