Politician Archive

Thread: City pavement and walls

JediMasterZadak
Thu Nov 04, 2004 10:25 pm
#1

Right now, cities tend to look like buildings placed in the middle of a field. What I propose is that the radius around the city hall automatically get paved with stone apropriate to the planet. As the city grows this radius would increase. Also surounding the radius would be a wall having four gates in each direction. Depending on the city size this wall and the city gates can be larger and more ornate looking. This would give cities the actual look and feel of a civilized settlement.


The other thing is that cities on less populous planets should gain incentives for settling on more remote areas. Cities on Rori, Tallus, and Lok could have fewer maintenance fees as well as those planets being more rich in natural resources to encourage migration.


Janann
Thu Nov 04, 2004 11:56 pm
#2






JediMasterZadak wrote:

What I propose is that the radius around the city hall automatically get paved with stone apropriate to the planet. As the city grows this radius would increase. Also surounding the radius would be a wall having four gates in each direction.



Your idea would not work very well in our citywhich is on ariverislandwhere the border crossesthe river several times. We have also permanently unbuilt areasin the center of the city whichare greenparks with trees. I don't want any pavement there.Also many other cities would have similar problems, like gates appearing in funny locations


But I still like the idea of a paved road and that is actually in my TOP5 politician wishes. A much more complex but much better system would allow us to define the texture of each 8m x 8m block. There could be several choices, at least "Default" and "Pavement", but maybe even "Grass", "Sand" etc. "Pavement" type would have a flattening effect, while the otherswould only change the texture.


We could for example change the texture by standing in a specific block and using /changetexture command, or using the overhead mode like placing structures. Such texture map for a metropolis would be only 5-10 kilobytes in size.





_________________________________
Janann
guild leader of

TsothaLanti
Fri Nov 05, 2004 8:06 am
#3



Janann wrote:

We could for example change the texture by standing in a specific block and using /changetexture command, or using the overhead mode like placing structures. Such texture map for a metropolis would be only 5-10 kilobytes in size.






That would for sure add a lot of work to the servers and would consume more bandwidth, but that could be solved by just improving the way the game preloads objects as you approach them and increasing the size of the cluster that runs the server. Of course, no programmer can do miracles, and if you just have 512 MB of RAM, then that's what you have. But improving the game code is no miracle, it's just hard work. ;-)

In the world of IT, it's really amazing (in my opinion) when you find someone that just went a bit further in that piece of whatever that was supposed to be on its maximum performance. The gaming market is just an example: I had serious difficulties running Medal of Honor: Allied Assault (and any of its expansion sets) in my computer. Then I tried Call of Duty, which was made by basically the same team that made MOHAA, and it was such a nice surprise when I found out that I could move that game at maximum resolution with all the detail settings set to high. And the game was about the same graphic and sound detail! :-)

Algorithms... :-P



Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

Governor Tarkin: "The Jedi are extinct. You my friend are all that remains of their religion."
Lord Vader: "You don't get out much, do you?"
Janann
Sat Nov 06, 2004 10:36 am
#4






TsothaLanti wrote:

Algorithms... :-P




That's true


Blocks adjacent to each other have usually the same surface texture, so the data would pack very well.





_________________________________
Janann
guild leader of

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