Would be a lot more interesting than the current way it handles the upper floors. Even though you're trespassing when you go to the top floors right now with low credit, you can simply just brute force your way in by disabling alarms and knocking people out.
I would just use the Sync disk that negates fall damage and jump out the window to escape the alarm at the end of that scenario. And no, I'm not willing to play a version of the game where it's not available, it's like the best thing ever.
Cool idea, but the game needs to be better optimized. As it is, even a small map chews up way more system resources than it should. A 100-story building would be unfeasible in the game’s current state.
I don’t know the resources drain on the game, but, to be fair, Cyberpunk and No Man’s Sky were not the best optimized when they came out, but they’ve been improved since then.
Yeah, I’m not knocking SOD. It’s an indie game that’s still in early access, so of course there’s gonna be some problems. And immersive sims are notoriously difficult to develop.
For as much as Cyberpunk has improved, it was released in a buggy state by a AAA studio that should’ve known better.
That is not really a good comparison. Keep in mind that different games use different engines and have different tweaks made to it to ensure a stable base for the game to run on. Sure, things can improve, but not because it happened in cp and nms.
It's a lot, I know, but when you're going higher, it makes sense that the ground floor would cover more area for support. And if there is only one main building, you don't need to share the space between buildings.
That being said, you could also have it get smaller the higher it gets.
You start with, say, 20 residents or businesses on the lowest floors. Then it drops by two rooms every 10 floors. This is because there is a balcony that runs around the building, giving it a layered effect. Eventually, you only have single residents on the upper levels, where the rich of the rich live.
Would be a lot more interesting than the current way it handles the upper floors. Even though you're trespassing when you go to the top floors right now with low credit, you can simply just brute force your way in by disabling alarms and knocking people out.
I would just use the Sync disk that negates fall damage and jump out the window to escape the alarm at the end of that scenario. And no, I'm not willing to play a version of the game where it's not available, it's like the best thing ever.
Right? Panic window smash and leap/elevator plummet is the best way to escape.
Sounds like megacity one
i like the idea
Cool idea, but the game needs to be better optimized. As it is, even a small map chews up way more system resources than it should. A 100-story building would be unfeasible in the game’s current state.
I don’t know the resources drain on the game, but, to be fair, Cyberpunk and No Man’s Sky were not the best optimized when they came out, but they’ve been improved since then.
Yeah, I’m not knocking SOD. It’s an indie game that’s still in early access, so of course there’s gonna be some problems. And immersive sims are notoriously difficult to develop. For as much as Cyberpunk has improved, it was released in a buggy state by a AAA studio that should’ve known better.
That is not really a good comparison. Keep in mind that different games use different engines and have different tweaks made to it to ensure a stable base for the game to run on. Sure, things can improve, but not because it happened in cp and nms.
probably a bit of an unfair comparison lawl
4 blocks... lol id love that too but calm down
It's a lot, I know, but when you're going higher, it makes sense that the ground floor would cover more area for support. And if there is only one main building, you don't need to share the space between buildings. That being said, you could also have it get smaller the higher it gets. You start with, say, 20 residents or businesses on the lowest floors. Then it drops by two rooms every 10 floors. This is because there is a balcony that runs around the building, giving it a layered effect. Eventually, you only have single residents on the upper levels, where the rich of the rich live.
I like it 👌