Indication of base camp's "reserved footprint" #36670
Labels
Info / User Interface
Game - player communication, menus, etc.
Player Faction Base / Camp
All about the player faction base/camp/site
stale
Closed for lack of activity, but still valid.
<Suggestion / Discussion>
Talk it out before implementing
Is your feature request related to a problem? Please describe.
It is difficult to anticipate what tiles should be reserved for camp constructions in general, and what tiles a given improvement will alter.
This leads to issues like needing to relocate appliance rig-type vehicles because a structure wasn't where I expected it to be, or having piles of items end up inside of walls. (for instance, using (g)et thankfully allowed retrieval of all of my camp's tools from the corner of the new east room)
This also makes it difficult to know if it is safe to customize certain parts of a camp- say, can I safely build a few windmills near the room I've been using as a larder, or is there a chance that I'm accidentally obstructing a spot where something might be built in the future?
Describe the solution you'd like
There's a couple ways to do this; the one I like best would be to have the survey activity do some sort of free or low-cost tile improvement that marks out future structure footprints, in an unobtrusive but obvious way. Something like regularly placed chalk or paint marks, or stakes stuck in the ground
Describe alternatives you've considered
Even just a preview highlighting the area to be altered by a chosen improvement would be nice- say, centering the view over the spot, with highlight boxes ala zone placement.
Additional context
This should also make the realists happy as well: this sort of thing is how real construction sites make sure that the port-a-potties don't get placed in the middle of where they're about to pour concrete, and designate the places where it's safe to pile up pallets of bricks that they don't want to have to move during the project.
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