Tilting Clock

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  1. This would be a fantastic tool, and I heartily agree with the idea that developing such a thing would help both sides of the board win out. Unfortunately, I can't see it happening any time soon. Due to the niche nature of these systems (and the outright abuse of AE) updates to them are seldom and sporadic. It's hard to justify putting so much attention into something that generates very little of the core game appeal. The best road to achieving something like this would be finding a way to develop little components to the toolset that would be released bit by bit and then fully repackaged once they were all in place.

    For example:
    Issue 24 - Base Exterior Graphic Options (set sky graphics as clouds, underwater, space, etc. that can be seen through windows)
    Issue 27 - Base Building GUI (simple gui that streamlines object manipulation)
    Issue 29 - Personal Player Housing (The structure of the system is retooled to include a sense of location in its design, unlike the ambiguity of existing bases)
    Issue 32 - Architect 'Custom Map' Option (add objects into predefined environments)
    Issue 33 - 'City Planner' Feature (Allows for creation of custom maps for implementation in Bases, Personal Housing, and Architect; size restrictions apply for each to keep file size manageable)
  2. This is some really incredible work!

    At this stage, the trick really looks like it's going to be finding your balance between the fidelity and scope of the project. Perhaps the best route to hitting your goal of a complete Paragon model would be to pick out key locations within zones, model those, and then reduce others to simplified placeholder blocks.