New Wall Segments

The place to request or suggest new ideas and features.
Post Reply
User avatar
Hatsune_Neko
Moderator
Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Mon Aug 31, 2015 7:46 pm

3 new wall segments are needed. least by me.

The L bracket because the current way of setting one up can be a hassle and sometimes just plain looks odd.

a T Section, because i love having multiple walls surrounding my outpost and they attach to each other quite often..

a Cross Section + because sometimes i like adding to the outside for another wall section. and this cross section could have two types, 1 for the Type V walls where it has a doorway in the middle for transitions between type 3 walls or lower. and a simple ramp for type IV to type V on both sides.

Additional wall segments.

Transitions from different wall types.
like being able to continue from Wall type 3 then be able to walk up to a wall type V without needing to leave down a distant ramp to reach the other wall in question.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

User avatar
Chompster
Posts: 223
Joined: Fri Jan 23, 2015 3:35 pm
Location: The Netherlands
Contact:

Tue Sep 01, 2015 12:57 am

Can't imagine why anyone would disagree with this.

+1

User avatar
Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Thu Sep 10, 2015 9:05 pm

Also +1. I've run into these same problems when trying to build complex gate/wall setups. Having actual connector pieces would be a godsend.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Fri Sep 11, 2015 12:55 am

Personally i'd also like a curved C type kinda wall so that we can have smoothed corners an not just pointed corners, having Watch towers as part of the walls would be nice too... perhaps like Stronghold it'd be nice if there were multiple heights of walls that could be connected by steps up/down from one wall to the next.

in the stronghold series it helps you by allowing you to stick archers behing the wall an slightly lower which lets them fire over in an arc, as opposed to straight while not great for accuracy it helps them be protected from enemies who might try to return fire.

some hollow walls with arrow slits in them would be nice too. perhaps some what more medieval then post apocalyptic but i think it'd be nice to have them.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Mon Sep 14, 2015 5:43 pm

Tolwrath wrote:Also +1. I've run into these same problems when trying to build complex gate/wall setups. Having actual connector pieces would be a godsend.

I like the idea of the new wall types. I also posted previously that just having some towers to connect wall segments to would be a big help. They could have possible openings on all sides but only those where a wall segment is connected would be passable.

Just a square and hexagonal version Should make most wall connections possible.

ScarabParamit
Posts: 46
Joined: Tue Mar 04, 2014 12:01 am

Wed Sep 30, 2015 1:46 am

Bridges and ability to add ramps + flatramps on top.

FlatRamps - Sometimes wall placed from the hill dont add aditional connector, thus ending up with a hole our squadmates cannot jump over. Those elements should be placed freely - their collision checks need to work opposite and allowing them to be placed only if they touch or are IN a wall section.

Bridges - element to be placed freely, allowing connection of two walls or to create a passage over large hole or short canyon etc.

Ramps - as they are now "auto attach" we would want type allowing freeplace, sometimes there are just moments you need those.


REMEMBER - all of cities and towns or outposts are build from elements mostly placed with ideal angle and Without Collision Checks. I can't count (as a builder type) moments where ability to hit one key that would fix building angle, or placing elements with some sort of tolerance to overlapping would allow me to build realy interesting & climatic places.

CAPAN - those Outpost buildings Type III placed so high or those where ramps touch wall sections?
I want that! :P

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 5 guests