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New Camp/Town Buildings Suggestions
This member is currently online *Longo*
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Wanted to start a thread on these. Sam can you please sticky.


Temple - Training in a temple raises courage.
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Posted Dec 7, 2009, 2:37 am
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Gym - trains Strength, Dexterity, or Agility. Training effectiveness related to age (younger characters train better).
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Posted Dec 7, 2009, 3:21 am
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I like this. I still don't have many incentives to visit camps - sorry 3S and Jimmy for having to mooch off you guys.

Stadium - boosts morale and increases effectiveness of training every week.
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Posted Dec 7, 2009, 4:36 am
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Longo said:
Wanted to start a thread on these. Sam can you please sticky.


Temple - Training in a temple raises courage.


B)
Hydroponics Lab - Able to make a small amount of food (less than pumpkin patch) without having food resources in camp.
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Posted Dec 23, 2009, 7:23 am
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Medical Clinic - uses First Aid trained gangers the way manufacturing uses Mechanics.

Maybe offering various services when reaching certain "Medical Ratings" (eg radiation treatment, addiction rehab).
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Posted Dec 23, 2009, 8:04 am
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As a side note, I think an R&D gameplay element should be implemented in game in order to support some kind of in-game primitive tech tree.

It could even be a more real-life style thing where once a technology is discovered the plans can be sold/inventors can be rented out.  That'd be somewhat unique.  Of course, the investment in R&D by camps/towns/individuals would have to be prohibitive as they'd essentially be paying money, making building to create game features.

Which would be unique and bizarre and wonderful.

But here's my contribution to this thread that is on topic:

Mission creating buildings


Drug Lab/Spice Mine:
Creates narcotics/medicines/spice missions that (on completion) earn the camp (and player) faction fame, general fame, rep and money (both for camp and player).  Narcotics gives best benefits, but increases chances of camp members gaining addicitions, medicines gives a boost to general health to camp members but provides least profit, spices is the middle ground in terms of fame/profit but has no side effects.

Guest quarters/brothel/slave pens:
Creates taxi missions for certain factions.  Similar fame/cash benefits to above for completions.  Will rarely generate a camp attack instead of a taxi mission, will also rarely generate a recruitable character instead of a taxi mission.

Radio Station:
Automatically grants all camp members rep +/- with a few opposed factions.  Generates assassination missions that will multiply this effect.  Causes an automatic +10 stress on all attackers during PvP camp attacks.
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Posted Dec 23, 2009, 8:17 am
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simonmaxhill said:
.

Radio Station:
Automatically grants all camp members rep +/- with a few opposed factions.  Generates assassination missions that will multiply this effect.  Causes an automatic +10 stress on all attackers during PvP camp attacks.


The darkwind is a Em storm that has destroyed most radio communication - part of the apocalyptic failure of society.
Dont want to be pedantic , but it is way every thing is so 'town oreintated' and things are so home spun

COCO
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Posted Dec 23, 2009, 8:46 am
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drugs lab
Medicines factory
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Posted Dec 23, 2009, 12:12 pm Last edited Dec 23, 2009, 12:13 pm by goat starer
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Maybe if we had a medic camp building, it would require so many medicines a week to maintain it? Just a thought.
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Posted Dec 23, 2009, 4:38 pm
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Camp Fire - moral increase and marsh mallows
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Posted Dec 23, 2009, 4:49 pm
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Longo said:
Maybe if we had a medic camp building, it would require so many medicines a week to maintain it? Just a thought.


i always like the idea that you could specialise your camp as a hospital, a training centre, all that sort of gubbins
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Posted Dec 23, 2009, 5:13 pm
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Bio-fuel plant - coverts food to gas. (I think it would have to be a pretty high ratio to maintain game balance)
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Posted Dec 24, 2009, 12:25 am
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a prison/torcher center/slaughterhouse/ meatmarket B) its all the same building ;)
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Posted Dec 24, 2009, 2:12 am
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darthspanky said:
a prison/torcher center/slaughterhouse/ meatmarket  B) its all the same building ;)


Darth, if we ever get the option to take our opponents gangers as ransom, this building would be great. If you belong to a camp and that camp has a prison, it gives you an option after your scout to take hostages. You can only take hostages if your a member of a camp with a prison.
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Posted Dec 24, 2009, 3:47 pm
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Longo said:
darthspanky said:
a prison/torcher center/slaughterhouse/ meatmarket  B) its all the same building ;)


Darth, if we ever get the option to take our opponents gangers as ransom, this building would be great. If you belong to a camp and that camp has a prison, it gives you an option after your scout to take hostages. You can only take hostages if your a member of a camp with a prison.


Camp Gladiator Stadium - En Prisoned Gangers can fight for there freedom against Camp Champions, For a price !!!!!!
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Posted Dec 24, 2009, 3:53 pm
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a thunderdome...
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Posted Dec 24, 2009, 4:06 pm
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lordbam said:
a thunderdome...
Indeed  :D
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Posted Dec 24, 2009, 4:10 pm
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