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Splott

Second Lieutenant
13 Badges
Jul 3, 2012
175
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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:

2cxyonk.jpg
 
Upvote 0
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:

2cxyonk.jpg
This is a brilliant idea. +1
 
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.

Couldn't agree more.

Very well put, very well planed and organized. This was suggested in other occasions.
 
HQ & Central Depot

If we are going to have company HQ, lets make it really useful!
It would incorporate a central depot to manage ALL the companies vehicles. This would allow a player to manage their whole fleet centrally; listing all their vehicles by type, depot & line etc. This would provide central management of the purchase, allocation and sale of all vehicles. Enabling vehicles to be moved easily from one line to another as demand changes. (The procedure for doing this at the moment is extremely tedious.)
This would make a fabulous DLC!
 
Nah I won't install this, I already have my own changes here and there and fighting against the bundle format. (some site note, the mention patch may break with an update if CO decides to change the vehicle class or the price calculation function)
 
These are very good ideas.
 
This is such a brilliant idea. I'd love to see this.
This is well:
If we are going to have company HQ, lets make it really useful!
It would incorporate a central depot to manage ALL the companies vehicles. This would allow a player to manage their whole fleet centrally; listing all their vehicles by type, depot & line etc. This would provide central management of the purchase, allocation and sale of all vehicles. Enabling vehicles to be moved easily from one line to another as demand changes. (The procedure for doing this at the moment is extremely tedious.)
This would make a fabulous DLC!