Modular houses

Forum for suggesting changes to Salem.

Re: Modular houses

Postby dageir » Mon Jan 28, 2013 1:26 pm

You could make a fortress using modules around your main area.
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Re: Modular houses

Postby darnokpl » Mon Jan 28, 2013 1:26 pm

Idea is great, but we need locks on house doors first and brazier-like structures for interiors or buff passive claim drain while criminal is inside houses or mines.
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Re: Modular houses

Postby Droj » Mon Jan 28, 2013 1:33 pm

nice idea but before building nice things there needs to be a plausible way of protecting them. siege mechanics and more defensible options are needed as well as alchemical purity affecting overall effectiveness.
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Re: Modular houses

Postby Niding2 » Mon Jan 28, 2013 3:25 pm

dageir wrote:Add stone module perhaps?

Sure, anything works.
MrGemini wrote:Nice idea, but im curious if the developers will implement it :)

Since this suggestion isn't directly connected to current implementations, I imagine that if this interests, it will still be quite far down on the list of things to do for them. I'm sure they have their hands full.

Still though, might as well throw out whatever manifests of semi-good ideas.
Chiprel wrote:Well I think this falls under 'nice things' category :cry:

True, I forgot that we cannot have nice things.
TeckXKnight wrote:While the pricing is nice, it seems unnecessary to mention. Just the idea of modular housing sounds great. =)

True, pricing is always up to the devs, of course. Still though, I feel adding in my suggested prices shows part of the idea in how difficult I wish for the structure to be to build. A show of a player's required level of production, so to say.
dageir wrote:You could make a fortress using modules around your main area.

Yes, and this would be awesome. Although, honestly, it wouldn't protect better than the current wall system, since you cannot really lock doors. Also, since the module price ramps up pretty drastically, just getting enough walls for a tiny, confined space would according to my model require, for the last module, 300% of the original building cost. Not impossible by any means, but it'd also give a very tiny space with no -real- defensive purpose that convensional walls would not give in better measure.
darnokpl wrote:Idea is great, but we need locks on house doors first and brazier-like structures for interiors or buff passive claim drain while criminal is inside houses or mines.

Droj wrote:nice idea but before building nice things there needs to be a plausible way of protecting them. siege mechanics and more defensible options are needed as well as alchemical purity affecting overall effectiveness.

Yes, there are other priorities, I'm sure. That doesn't prevent this from being a suggestion that might be worth considering down the line, however.
JinxDevona wrote:Love the idea. Could have multiple rooms and maybe furniture to go in them. Have a kitchen with a stove and tables and chairs. Then have other rooms for whatever. Maybe we can even have other functional stuff that will go in houses like stoves. Say forges, storage, etc.

The sky's the limit when it comes to ways to add to this baseline suggestion. I'd love different types of attatchments - internal hallways, different rooms, differently tiled rooms, two-floor tall single internal areas as well as different exteriors - second floor viewing platforms, terraces, towers, higher-than-two-stories buildings and so on.

Still though, going that deep into details should really be left for later, if anything such as modular housing is implemented.
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Re: Modular houses

Postby reeper_aut » Sun May 11, 2014 9:10 pm

how about a barn?
it should fit into the setting! right now basically for more storage but maybe later also for livestocks.

would also fit to the modular house system
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Re: Modular houses

Postby pistolshrimp » Mon May 12, 2014 2:44 am

It's a nice idea, but if a raider breaks your house you stand to lose a lot more.
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Re: Modular houses

Postby alloin » Sun May 18, 2014 1:50 pm

Nice idea, Salem will never have it though !
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Re: Modular houses

Postby Thor » Mon May 19, 2014 12:26 pm

alloin wrote:Nice idea, Salem will never have it though !


Aye.
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Re: Modular houses

Postby Scilly_guy » Thu May 29, 2014 10:05 am

http://forum.salemthegame.com/viewtopic.php?f=12&t=1594 whilst the OPs idea is slightly different to this idea, I feel its pretty much the same suggestion.
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