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IDProjectCategoryLast Update
0016385Stars Beyond ReachSuggestionMay 23, 2015 3:32 am
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.803 
Fixed in Version0.840 (Pollution/Crime/Teleporters/Blueshirts) 
Summary0016385: Increase building range
DescriptionQuite frequently I want to build a building (e.g., police station, hazmat, etc) one or two spaces further away than what is currently adjacent to me. Since we can't I often end up using a work around (build a park, wait, just use the adjacent space, etc).

I would like the ability to place a road or empty space tile (for cheap) that would then allow me to place tiles further away from my cities and which could be overbuilt without bulldozing. Alternatively increasing building range to 2 would also work. (Although then I fear I'd want it to be 3 distant.) Alternatively, allow terraformed terrain to count as part of your city and allow building that way.

TagsNo tags attached.

Activities

Chris_McElligottPark

Apr 26, 2015 9:16 pm

administrator   ~0040219

The idea of some null-space type buildings for cheap, particularly roads, is really interesting for several reasons. Cath and I are going to see what we can figure out visually, because even just from a visual standpoint I think this would look super cool.

It will cause some new balance problems I expect, but we have time to deal with them so might as well.

ptarth

May 22, 2015 11:55 am

reporter   ~0041048

With the addition of the new resources having some ability to extend your reach without building real buildings is become more important. It is frustrating to have to either cheat by dropping building and bulldozing them to get the resources back or slowly extend out by dropping apartments.

On the forum there are additional complaints, its not just me this time, honest.

jerith

May 22, 2015 1:09 pm

reporter   ~0041051

Maybe this is a good way to repurpose Blast Panels? Although it would be nice to have the underlying terrain show though.

Chris_McElligottPark

May 22, 2015 1:50 pm

administrator   ~0041057

I'm definitely not going to fix this, because it isn't broken! What people need are some tips on how to handle this, and it's actually really easy. Ideas on how to make this clearer are incredibly welcome, because I think nobody has figured this out, which is clearly a bad sign. ;)

Step 1: Place a helipad somewhere.
Step 2: Build buildings next to it, if you want. Else go to step 3.
Step 3: Place a helipad somewhere further along, in range of the prior helipad, like telephone poles. Go back to step 2.

Chris_McElligottPark

May 22, 2015 1:51 pm

administrator   ~0041058

Note: this also works with seaports.

ptarth

May 22, 2015 4:01 pm

reporter   ~0041067

I know how to handle it, I just don't like to handle it that way. ;)
For me the problem is that helipads cause too much crime and pollution, forcing me to build up a support outpost for them, or to cheese it. I feel bad about cheesing it, and dropping 100k crowns per output to keep them functional is outrageous. So I end up not doing it.

I think this is one of those diversity of opinion issues. ;)

Chris_McElligottPark

May 22, 2015 4:13 pm

administrator   ~0041072

Oh, shoot, yeah, I hadn't thought about their increased upkeep costs and construction costs now.

You know... I've been wanting to repurpose teleporters, so I think I will make those turn into the solution here. Something that allows you to hop tiles without just building wherever.

jerith

May 22, 2015 5:03 pm

reporter   ~0041074

I don't think I've ever built a teleporter. I don't even know what they do.

Chris_McElligottPark

May 22, 2015 11:23 pm

administrator   ~0041079

Boom! :)

* The rebirth of the teleporter!
** The old functionality of teleporters is completely gone. It was awkward and obscure anyway.
** Teleporters are now unlocked via the Expanded Sonar tech, so you can get them far earlier in the game (very very early, in fact).
** Teleporters now give you 15 air transport range, at minimal cost, with no pollution, with a relatively quick build time.
** From the description of them in-game:
*** This building is absolutely '''critical'''! If you want to build a new little offshoot of your city, then you want to plunk down a teleporter and then start building next to it.
*** Can't get the teleporter where you want it? No problem. Put down one teleporter, let it complete, and then place another one.
*** You can build lines of teleporters like telephone poles, and '''get to very distant places on the map with minimal usage of buildings'''. This is critical in not driving your building count too high (which in turn causes crime.

jerith

May 23, 2015 3:32 am

reporter   ~0041086

)

(Sorry, as an occasional LISP hacker the unclosed parens make me very twitchy.)

Issue History

Date Modified Username Field Change
Apr 25, 2015 11:58 am ptarth New Issue
Apr 25, 2015 2:40 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 25, 2015 2:40 pm Chris_McElligottPark Status new => assigned
Apr 26, 2015 9:16 pm Chris_McElligottPark Note Added: 0040219
May 22, 2015 11:55 am ptarth Note Added: 0041048
May 22, 2015 1:09 pm jerith Note Added: 0041051
May 22, 2015 1:50 pm Chris_McElligottPark Note Added: 0041057
May 22, 2015 1:50 pm Chris_McElligottPark Status assigned => feedback
May 22, 2015 1:51 pm Chris_McElligottPark Note Added: 0041058
May 22, 2015 4:01 pm ptarth Note Added: 0041067
May 22, 2015 4:01 pm ptarth Status feedback => assigned
May 22, 2015 4:13 pm Chris_McElligottPark Note Added: 0041072
May 22, 2015 5:03 pm jerith Note Added: 0041074
May 22, 2015 11:23 pm Chris_McElligottPark Note Added: 0041079
May 22, 2015 11:23 pm Chris_McElligottPark Status assigned => resolved
May 22, 2015 11:23 pm Chris_McElligottPark Fixed in Version => 0.840 (Pollution/Crime/Teleporters/Blueshirts)
May 22, 2015 11:23 pm Chris_McElligottPark Resolution open => fixed
May 23, 2015 3:32 am jerith Note Added: 0041086