Architect Archive

Thread: Why cant houses work like camps...

Shastada
Wed Sep 03, 2003 2:32 pm
#1

What they need are more flat land in the primary build zones. I mean they knew where the zones were going to be, why be evil and make it too hilly and random to be able to place anything of a decent size on. It seems like 2 months in now, anywhere you'd want to place a house is taken and you end up in the boonies lol ... We need skyscrapers !! and multitenet housing is what we need. High rise condo type buildings or row housing where you can sell people already laid out places would be kinda neat. Wonder if that might come with the city planner or whatever its called proffesion.



Shastada Twingo
[LOWCA] PA: Phear Domo

Rarek
Wed Sep 03, 2003 2:34 pm
#2

Some people dont consider being as close to town as possible prime sites thought..It depends on the individual..



Trauma Windstrider
Master Dancer, Master Musican
Shastada
Wed Sep 03, 2003 2:36 pm
#3

Well for operating a store its quite benificial. Maybe there should be a seperate structure for Cantinas, Stores, ect and those can have a different build zone so you can make it closer to town that 'residential' buildings ??



Shastada Twingo
[LOWCA] PA: Phear Domo

dredawg
Thu Sep 04, 2003 12:01 am
#4

Camps Auto-level the land to fit the camp, building have to be placed on flat ground.


Even a rudimentry terrain altering skill would be freakin awesome and inject some life into our profession, and add to the Star wars galaxy.


Throw us a freakin bone ..or shovel or whatever...




D'rex and R'agex
Township of Wego Beje
-5000 6900 Dantooine
Your 'Force Sensation' Destination
Gallbearer
Thu Sep 04, 2003 12:55 am
#5

Because camps are temporary changes to the terrain... Houses are a little more permanant. I imagine devs don't want the landscape irrevocably changed by the placement of housing.



______________________________

ETO - Retired: Master Artisan, Master Architect, Master Medic
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