#Suggestions for Social Class - Sky Bridges

37 messages · Page 1 of 1 (latest)

tepid light
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This game already has obscene levels of verticality, a great asset which truly sets this game apart. However, there is a way you can take it just that extra step further.

You already establish that the wealthy live in the echelons - high above the ground and away from the average joe. So, why not take this as a possibility of something to expand on - sky bridges, which separate the poor from the rich in an even deeper way.

These rich citizens are so high falutin that they refuse to even rub shoulders with their fellow citizen on the ground. They traverse the city exclusively by sky bridge, connecting the highest rises to each other at a second level.

These highrise bridges would have less of the Starch Cola presence - after all, if you can pay, you can make it go away. It would have beautiful lighting, security, maybe even some small businesses like newspaper stalls which sell the news from an angle directed at the upper class.

I was just trapped thinking on the angle of these people being so high up, they don't even know what life down below is like any more.

harsh fulcrum
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This'd be pretty cool. Although I imagine they would want more security up there. Maybe there's private firms other than Epsilon they employ to be their personals instead of using Starch's public enforcers

solar flare
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Security would be a lot less visible at the very least. Less machine gun turrets, more plainclothes guards wandering. But I'd imagine security would be tight at entrances and exits to the skyways, but lighter once you're inside

harsh fulcrum
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Visible I could take, or perhaps more automated, does more damage, etc. But every time you get to someone with a lot of money, both IRL and in the game, they have more security

rough folio
tepid light
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oh but im talking

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skyscraper to skyscraper

rough folio
tepid light
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fair enough

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i also think there is something interesting about the visual of a bunch of people down in the gutters who literally cannot see the sun through the bridges

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grim and depressing, but there is something with potential int here for this game

coral raven
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how weird was I honestly just thinking of posting somthing simular to this, and here it is, someone thinking the same lmao

still matrix
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I think a sky bridge would also help the slightly ridiculous feel of a rich aristocrat marching up 18 flights of stairs after work because his NPC hands cannot operate the elevator like that darn detective

balmy abyss
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I like this idea a lot

harsh fulcrum
tepid light
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There is an easy fix for this - the directors and CEOs on these super rich salaries just work 2-3 hours per day. Just like real life...

harsh fulcrum
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But working on yourself IS real work!

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I've noticed that my murderers often skip work on the day of the killing but I'm not sure yet if that's a bug, intended, or a coincidence. It also doesn't help side-jobs regardless of what the answer is

plucky hazel
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I think that rooftop terraces and gardens could go very well with it!

bronze rose
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I like the idea, but I bet it's not an easy one to tackle. Procedural generation is complex in itself, but it's simpler when you have like a grid and just put a building in each cell, but having them connected after is tough.

plucky hazel
bronze rose
plucky hazel
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Or raycastng from a high place over a street between two buildings in the directions that would not follow the wall and use the distance to determine the leght and offset/incline you'd need for it. And have the ends of a hallway/skybridge have empty space that just replaces what was there before to make it connect?

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Like make it seek for generation nodes if they are being used with a path tracer-ish algorithm?

bronze rose
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it's definitely not impossible to do, it's more of a matter is it worth the time for devs, but I can't speak for them, just speculating. I'd definitely like to see it implemented in the game though.

plucky hazel
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I guess they'd implement more different kinds of themes for building blocks/districts before they'd do that like different styles

bronze rose
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yeah, I think it would require substantial changes to city generation though, but having an upper level of city is really cool, very bladerunnery

solar flare
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There's a much much easier way to handle this.

"The skyways" generate at a specific height. If a building goes above that height, it's given a special floor that works the same way as the ground floors of buildings with shops and exterior doors leading out onto a balcony/sidewalk that circles every building. Some of those are connected by sky bridges. Above that floor are fancy houses and more upscale businesses

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The border between skyways and the floors above and below would function identically to the border between the ground floor and the basement/floors above

frozen seal
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It could be interesting if upper floors required some sort of access too, just not something too easy to bypass so you might have to look around for a building that has weaker security and skybridge access.

solar flare
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For sure. Ground elevators ending a level below and leading to some kind of checkpoint

violet flower
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if we get a "skyworld", a lower underworld area full of flooded rooms like the second level basements, would be pretty cool too, full of aggressive NPCs and all sorts of depravity, where you have to go sometimes for clues

solar flare
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Both of these things are soft confirmed by the lore I believe

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The echelons are the upper city and the fathoms are the lower city

plucky hazel
glass sonnet
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i would love to someday buy an apartment above the clouds. or take a vacation on a carribean island, and maybe theres a murder on on the island or perhaps the plane/boat/train

rough folio