More variety and more designed interiors!

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I dislike the limited weapons, building and clothing shop variations.
Some mega buildings aren't accessible and they waste the potentially to see micro-cosmoses and be trilled from them. We had the Mox and Dollhouse, small shop, grocery shops. It is just missing!

This suggests a system to generate this stuff. I mean like:
  • Building
    • Entrance
    • Floor
      • Floor type
        • Storage
          • Car storage
          • Waste
        • Support
          • Waste
          • Energy
          • Heating
          • Fresh water
          • Waste water
            • Water treatment
        • Shopping
          • Groceries
          • Variety product range (Weapon/Clothing etc.)
          • To eat out -- restaurants
        • Services
          • Prostitution
          • Gyms
          • Clubs
        • Living spaces
          • Low-class
            • Separate car access/elevator
              • External fast VTOL stop access (Taxi)
          • Middle-class
            • Separate car access/elevator
              • Community VTOL access
          • High-class
            • Separate car access/elevator
              • VTOL exclusive access
This predicts different level of the building:
  • Low
    • Entrance
    • Storage
    • Support
  • Middle
    • Shopping
    • Services
  • High
    • Living spaces
      • Entrance/Elevator/VTOL
This was the fast stuff!

Floor construction and internal modular receptivity.
How to:
Entrance -- Mass produced, as actual
Storage -- Mass produced, as actual
  • Car storage
  • Waste
Support -- Mass produced, as actual
  • Waste
  • Energy
  • Heating
  • Fresh water
  • Waste water
    • Water treatment
Shopping
  • Shopping
    • Groceries
    • Variety product range (Weapon/Clothing etc.)
    • To eat out -- restaurants
Services -- defined by required amount of influence and costumes
  • Services
    • Prostitution
    • Gyms
    • Clubs
Living spaces
  • Recreation -- Mass produced
  • Defined in size and light access
Shopping -- defined by population living class, amount and level
  • Rotational Placing
Services -- defined by required amount of influence and customers
Living spaces -- defined by population living class


I stop here! I realized, it is not the question, if you can do it, more does it have any substantial use in variation of contend. As if we deviated from mass productive approaches, does generate an individual special experience.
Advantages, arise only if:
  • We provide unice views and a rotational flat offer and demand options. To get the flat you have to wait for an opportunity, but defined on time you play.
  • Special flair, an gang that builds a specific interest, different ethnicities and cultural exchange. Concludes different shop marketing and restaurants e.g. Chinatown.
  • If you can install a dug lab or greenhouse for gang stuff. Operate a bordello, dollhouse, braindancehouse or disco!
  • NPC behavior difference as cultural and criminal degree affected.
  • Basically for criminal actives an space to spawn or initialize.
    • Requires a cycle, renovation and destruction.
      • Police mission
      • Firefighter mission
      • Medic mission
      • Forensic investigation
      • Renovation
 
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