Old saves, into ruins!

Somewhat on topic, what of there were a reverse mode where the entire map is a city and you have to create nature? Or maybe a destruction mode where the game is copied and you can wage war against your own city, albeit that city would be controlled by NPC’s?

That D-Mode would be where you try to kill your city. It would take a snapshot of one of your savegames and turn that city into an NPC city, and if you topple hat city, you win! Wouldn’t be a game mode, but more of a sort of mini-game, since you aren’t actually supposed to “win” or “lose” in SH.

Wow, very awesome suggestion. How epic would it be to sumble upon your old settlement, in ruins, perhaps overrun by enemies, while you’re trying to find if there’s anything worth salvaging. Great idea!

You’d have to try and remove as much beneficial parts as possible, no leaving rare resources behind or anything else that could be exploited.

Going to bump this topic, Just different people can see it and give their opinion! I love reading them :slight_smile:

I had this exact same idea that I wanted to use to make my own 4X game. Turned out I can’t make games.

It seems difficult (I mean impossible) to re-use a city in a new map, assuming that map has its own generated seed. Players (typically) built their city to the map topography, so the generation code has to see that topography and preserve it specifically for that town? I’d guess this is below the level of program access we’ll get, but I don’t know.

Very true. Probably need to run some sort of filter on the existing built materials at the start and convert like 95% of them to “weathered block” of no value.

Nice idea, but considering you expand your city yourself, I imagine it’d be a bit hard to do, unless you were to make every block a semi-entity.

Is that what persistent worlds are?

i suppose it could be, yes… my initial idea of a persistent world is where players can log in/log out, and the world itself remains intact (online)…

while my response above was more in regards to single player sessions, where you can load a world, have at it… and if and when you fail, you can simply “start over” in the same world, and potentially leverage or stumble across previous attempts at a settlement…

That’s what a persistent world is isn’t it? One where you have a single world that continues even after you lose. I took persistent worlds to be not deleted worlds that you can start over in leaving your traces behind.

EDIT: that is one of the traits of one though (the changes players make to a world are somewhat permanent). @SteveAdamo

right, if you’re talking about what the $1,000,000 stretch goal was:

Persistent, Connected World: We’ll offer the option to host your game on our own servers (this may require a fee). All hosted games can choose to participate in entirely new gameplay modes with other hosted cities!

i was suggesting the possibility of having that in the single player (offline) scenario, which wasnt what radiant was proposing with the stretch goal…

Yes, but some aspects of it could still be implemented into single player. (That’s what I meant)

as did i… :smile:

so, i suppose we’re on the same page after-all… :wink:

Seems we are. :smile:

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This would be…“Awesome”