Objects as building materials

Forum for suggesting changes to Salem.

Objects as building materials

Postby anfros » Fri Nov 09, 2012 3:39 pm

I was just thinking that it might be nice if some big structures, like churches and the like, would require some building materials which are objects, which means you wouldn't be able to put them in your inventory but had to carry them to the building site. This would mean you would need a lot of infrastructure to do large scale, late game, building projects. This would also mean that since you can no longer keep the materials in your inventory you can't port them through Boston but would require you to either transport them long ways from where they can be produced or produce them on site.

Examples of possible building materials that could use this system:
Stone blocks
Wooden Beams

That's actually all I could come up with..

I think this mechanic would be nice because it would building late game structures harder which would make the endgame more challenging, and make so that you can't just build endgame stuff far away from your old town and just port all the materials through Boston.
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Re: Objects as building materials

Postby Procne » Fri Nov 09, 2012 4:01 pm

Well, it is interesting mechanic, but in the end I think it has the same effect as making big structures require large quantities of stone / wood blocks, which are so easily accesible that trading them through Boston doesn't make much sense and it's all about chopping enough of those. And just like those liftable objects you mentioned you simply haul logs and boulders which you chip at the construction site.

The main idea I see behind this suggestion is to make some stuff "untradable", forcing people to spend some time building particular stuff, instead of simply buying materials. Isn't it how building walls works like now?

But on the other hand it seems quite fun to have some bigger components which can be used to build some things. Beams, blocks, metal frames, doors, racks.

Hmm... actually we have stuff like this already. Drop log on an empty sawbuck and you get sawbuck with a log, which can be used to produce log. Looks like we have all the needed mechanics in place and it's just a matter of adding more stuff like it.
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