I made the suggestion of having company headquarters buildings during the alpha build of the game, however the idea was dismissed as 'not important as other issues,' and 'our resources we have are very limited.'
However, the implementation of the landmarks system has left me confused in how they fit into the game and how my idea could have worked better. Yeah, having landmarks as extra buildings is great just like they were in CiM1, however they don't fit into gameplay and should only be accessible via the map editor. The game is already pushing logic by having a transport company place city roads.. now we can place landmark buildings yet can't build anything else or zone cities. Having landmarks adds nothing to gameplay and im sure players would have rather had zoning so they could craft city growth instead. Why do we unlock landmarks when we ship a certain amount of CiMs? It just doesnt make any sense.
Well anyway, my HQ idea would have played out similar to the landmark system, with players placing an initial building during a map start-up then upgrading and unlocking new features during gameplay. The difference is a HQ is something the player cares about, it is THEIR presence within the city with THEIR logos and THEIR company colours as a beacon of their company's success. The player has no connection to a landmark, it doesn't do anything and it acts like any other building, a HQ building would be a story of their company.
Below is the mockup drawing i made up to explain my idea:
However, the implementation of the landmarks system has left me confused in how they fit into the game and how my idea could have worked better. Yeah, having landmarks as extra buildings is great just like they were in CiM1, however they don't fit into gameplay and should only be accessible via the map editor. The game is already pushing logic by having a transport company place city roads.. now we can place landmark buildings yet can't build anything else or zone cities. Having landmarks adds nothing to gameplay and im sure players would have rather had zoning so they could craft city growth instead. Why do we unlock landmarks when we ship a certain amount of CiMs? It just doesnt make any sense.
Well anyway, my HQ idea would have played out similar to the landmark system, with players placing an initial building during a map start-up then upgrading and unlocking new features during gameplay. The difference is a HQ is something the player cares about, it is THEIR presence within the city with THEIR logos and THEIR company colours as a beacon of their company's success. The player has no connection to a landmark, it doesn't do anything and it acts like any other building, a HQ building would be a story of their company.
Below is the mockup drawing i made up to explain my idea:

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