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What would you like to see in a C24 v3 update?

Atle

WN Owner
ENG
WN Management
Developer
Joined
Oct 24, 2018
Messages
1,399
Curious if I'd make a update to v3, what would you like to see in the update? Nothing is off on the table but generally speaking to add new stuff I have to remove something due to limits. I was thinking I could remove parts of the loyalist housing to save some resources and use it for something.

What would you like to see if I made an update?
 
Currently, I feel like the loyalist housing block is the least utilized area on the map. I think it'd be great if we repurposed this area, somehow. Or give it some alternative use. I can't really suggest anything concretely, but I'd like to see this map section replaced.

As for the map overall: I'd love to see some dark alleyways. I do feel that the map gets a little linear and besides: it doesn't encourage any crimes being committed inside the city. By adding alleyways, we would not only make the map look esthetically more pleasing but it would encourage some rebel RP as well since I feel that everyone is a bit reluctant in doing inside the city, it with the current map set-up. Just my two cents on this.
 
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Hmm...

From what I've seen, mostly, fix some of the existing bugs - for example Victory-1's outside and sometimes the inside loves to flicker and strobe, whichhappens to alot of people and last thing I want is to cause an epilepsy fit for anyone....Uh, also adding actual doors INSIDE that shop as well, since the only doors it has is the front, back and the Victory-3 door access, leaving alot of open doorways needing to be replaced with walk-through doors, sucks for security.

Overall though map wise...I'd potentially recommend some other area of the sewers that isnt just metro styled underground maybe? Maybe *Actual* Sewers could work! - Or overall a sewer system that spans across the entire map, doesnt need to be overly complicated, and it could have entrances/exits scattered around subtly, some maybe in the basements of some stores or even apartment buildings.
 
Currently, I feel like the loyalist housing block is the least utilized area on the map. I think it'd be great if we repurposed this area, somehow. Or give it some alternative use. I can't really suggest anything concretely, but I'd like to see this map section replaced.
Adding onto this, I think that it could be a good idea to make more secret entrances / alleyways on Willard street to diversify the population a little, instead of rebels and outcasts being relegated to PCS-3 and loyalists in PCS-2, If not, maybe a direct entrance to the warehouse block being the main citizen entrance point for workshifts which might spread out civvies away from the square
 
I can't really speak from what everyone would like to see. But personally if there was some shops/stores within Willard street it may force foot-traffic through it more due to more, High-end? Stores being within the area.

Perhaps instead of having the large tree beside loyalist housing, it's replaced with a more concrete platform based on the height of the stairs alongside that a store/shop on it right beside the Loyalist housing for easy of access for loyalist as an incentive to stay around Willard Street and their apartment.

And or: An outpost on the end Combine structure beside the Loyalist housing like how Victory has a small outpost for CP's to hang around there as well to keep a presence and or replaced instead with a more brick like wall with a shop built into it.
 
Adminboxes.

Water Adminbox. (Maybe a river, or ocean adminbox)
Dark Adminbox (Completely dark adminbox, no lights)
Open Adminbox, with just the Skybox (without gray walls)

And make them big. <3
 
Expanding of the City, make it look more 'Urban' instead of a slick Parisian village. Add more Stores and apartment buildings, make Geneva look more dystopian and closed off. Also, expanding Indigent Street and adding at least two more entrances leading to the street.
 
1. More secondary alleyways to promote anti-civil activity outside the slums.
2. The removal/repurposition/relocation of the loyalist block and Willard street. That area is basically unnecessary as of now.

As a final note, IMO the map is too linear and the roads are too wide. This map feels less like a city and more of a series of 3 big roads attached together. Perfect for parades but it seriously discourages any criminal or hidden activity.
 
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Add some kind of way for flying type of NPCs and players like birds and city scanners to fly between the different areas. I feel it would make a lot more sense for a bird or a scanner to fly over buildings rather then through them to get around. For example: as a crow, I literally can't get to the slums without having to go through lengthy hallways and opening doors to go where a crow would likely spend most of it's time in.

Secondly, add more pathfinding, I've gone into sandbox mode and it seems you don't even have pathfinding for manhacks, and shore that is more of an event thing at best. But I think it would be nice to have those kind of things for future updates, for example, you never know maybe you'll add a deployable manhack item for civil protection and overwatch to use.

Lastly, I think you should add some kind of ambient NPCs, they would be there for immersion, I'll give an example here: 20210912093134_1.jpg20210912093411_1.jpg
 
Over-hall of Victory Square to offer more store fronts. It is the main activity area- and I feel like there could be more business here.

More alleyways.

More entrances to the slums. At the moment it is a choke point to get inside of them. Restricting rebel RP.

Add perhaps secret hiding areas in the Sewers or slums? Ones that can fit people to hide from sweeps but of course not be big enough to place a base. Like a dead end vent, a small alleyway.
 
more anti-citizen things, such as alleys, more secret compartments, things like that.
 
1. Bring forward dark alleyways and minor unsecure location that brings a weary feeling. Similar to what Wraygun mentioned earlier. Bring forward the skeetchy behaviours and illegal side of things. Why not add some more vents and general hidding spots aswell?

2. 'Sewers' is getting a bit too easy to map. And the hidding spots within are awfull and barely exist. Perhaps bring forward a new sub-section below that contains possibilites or hidding spots and base building etc. Or a new area containing more dangers the lower you go. The ideas are endless.
 
GIVE ME ROOM FOR CONSTRUCTION STRIDERS, TRUCKS AND APCS REEEEEEEEEEEEEEEEEEEEEEEEEE

In my honest opinion, I'd focus solely on accessibility. The beauty of City 24 Version 3 is currently rounded down to a linear-style of movement though small tunnel networks or alleyway nodes or through the shops which are, most of the time, locked.

That's all I have for you.
 
I think from what I've seen on this thread I seem to see a consensus.

1. The Loyalist Street is a waste of space and either needs to be made more useful or removed (with some loyalist apartments getting moved to the CWU building or something).
2. More connections. More allyways. More sketchy ways to move around. Less chokepoints.
 
I think from what I've seen on this thread I seem to see a consensus.

1. The Loyalist Street is a waste of space and either needs to be made more useful or removed (with some loyalist apartments getting moved to the CWU building or something).
Loyalist-Apartment-Idea.png


Easiest way to approach this is moving the frontal loyalist apartments to the side section of the RTD building where there is empty space on multiple floors, then gutting that entire empty loyalist street and moving the Combine wall barrier close to where the Nexus gate is. The front entrance to the loyalist block could still be in the closed off street adjacent to the Nexus gate to signify its exclusivity rather than being just another room entrance from the RTD side.
 
I'd love to see an automated/randomized sim room akin to the one on D47_V2.

On D47_V2, there's 5 little pods you can step in that teleport you to a skybox room with automated, breakable friendly and hostile targets that we used for qualification training on TerraNova. It's really awesome. We (Combine) don't really have a training spot on C24, and the killhouse is a little lackluster.

https://steamcommunity.com/sharedfiles/filedetails/?id=1532126505

^ Check it out for yourself.
 
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