Enigmatic Sage wrote: » The type of node could affect it (scientific, military, economic, divine). Then the other things is essentially how the players contribute to and manage it via buildings, mayors etc
hanoldbuddy wrote: » Enigmatic Sage wrote: » The type of node could affect it (scientific, military, economic, divine). Then the other things is essentially how the players contribute to and manage it via buildings, mayors etc Ah thanks good points. I forgot the node type changes. That sounds good to me! This game has all the answers.
Tyranthraxus wrote: » It should look entirely different, in its layout. In one of the earliest videos, they showed a spawn/respawn of a single city, and the streets and city-building plots were all different. However, to my understanding, the Node Type remains the same. The map itself is balanced a certain way, as to always ensure X number of one type, X type of another type, and that certain types border certain other types. Yours truly would have preferred a different, more-random arrangement, but I get the need for it.
Enigmatic Sage wrote: » @Veeshan not necessarily. If the node has multiple spots in the area to develop the lay out could change a bit to include things like a harbour for ships. If there are say 3 spots in the area and it picks spots 2 instead of spot 3 (near the shore) it could definitely be a bit different. I believe there will be some similarity across all the nodes but I believe there should be enough diversity across them for some relative uniqueness I believe for simplicity the original post used the same node for a clearer sample control. But yes, the likelihood of it becoming a metropolis again before another node is pretty close to impossible.
Veeshan wrote: » Enigmatic Sage wrote: » @Veeshan not necessarily. If the node has multiple spots in the area to develop the lay out could change a bit to include things like a harbour for ships. If there are say 3 spots in the area and it picks spots 2 instead of spot 3 (near the shore) it could definitely be a bit different. I believe there will be some similarity across all the nodes but I believe there should be enough diversity across them for some relative uniqueness I believe for simplicity the original post used the same node for a clearer sample control. But yes, the likelihood of it becoming a metropolis again before another node is pretty close to impossible. if you gave nodes say 3 spots like u mention, doing so would make 3 times the work for very little gain since they would now need to do 3 layouts for every node inlcuding terrain for the node to sit on, so now you gone from 85 node layouts to 255 nodes layouts to design if they all had 3 location they could start in. Not worth the time investment tbh Your better off spending more time perfecting a unique layout for every node terrain location and layout rather than giving each node 3 different spots/layouts. not to mention nodes are already relativly small area and needing to muiltipul spots reserved for potential node spot your taking up valuable realestate for other content. not to mention freehold location would probaly need to be changed to a degree too with muiltipul node spawn location. Your looking at 5.5 square km for each node area.
hanoldbuddy wrote: » I understand the cosmetic changes of race and that's so awesome, but I'm wondering more about the building layout. I know it'd be harder to implement, but it'd be really cool to see a different metropolis if one spawns in the same node a second time.
daveywavey wrote: » Tyranthraxus wrote: » It should look entirely different, in its layout. In one of the earliest videos, they showed a spawn/respawn of a single city, and the streets and city-building plots were all different. However, to my understanding, the Node Type remains the same. The map itself is balanced a certain way, as to always ensure X number of one type, X type of another type, and that certain types border certain other types. Yours truly would have preferred a different, more-random arrangement, but I get the need for it. Yeah, His Truly is correct. They've said that Node Types are static. "Node types are predetermined and are the same across all servers.[3] A node’s type is static. It does not change based on the node’s advancement or destruction.[3] For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[3] – Margaret Krohn"https://ashesofcreation.wiki/Node_types
Veeshan wrote: » this highly likely wont be the case tbh i suspect each town will get a single layout for plots there building in the plots would be different to some degree based on mayor building option at the time....
Spif wrote: » There's a good chance that a destroyed metro will never make it higher than level 4, with the way vassalship works to limit node leveling. At least 2 other nearby nodes would have to be destroyed first I'd think. Probably more