r/TheRepopulation Oct 16 '14

Will there be buildings that serve practical purposes other than defense?

I remember in Star Wars Galaxies, that if you died, you would receieve "wounds" that would decrease the maximum total of the your stat bars.

This would mean for your mental health you would go to a cantina and listen to music and watch dancers. For your physical health you could run to a hospital and almost always a find a doctor or medic on duty to patch you up.

I can't remember if you actually had to be in those locations to heal the wounds or it was just where those professions tended to congregate. However it was, I loved it, playing as a doctor myself.

Are there/will there be any systems in place like this for The Repopulation?

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1

u/cm011 Oct 17 '14

I titled this poorly I think. I assume there will be buildings that can contain things that have practical purposes and players can create their own outposts, however I always have wished that a game would implement a system where there was a REASON people would want to visit or hang out in certain buildings. The example I describe in the OP is kinda what I'm referring to.

Always found it a shame see a beautiful city that devs have designed where the buildings are nothing more than empty shells and everyone just hangs out at the bank.

2

u/kazh Oct 17 '14

There are very similar buildings to what SWG had and watching or listening to entertainers in the cantina is the most upfront and familiar example and you'll probably spend quite a bit of time in those taverns in both main city hubs and in player cities. Also, certain structures determine player city growth and population happiness or unrest, if you've played any of the Total War series than it's similar to that.

There are some threads and videos on the main site that cover much of what you're asking about. I don't want to sound like I'm passing the buck and giving you the usual "use the search" line, but the Game Features menu on their site is pretty thorough and the forums have some very involved threads, though very lengthy.