I don’t know if this belongs to a suggestion thread or to a bug thread but as it contains a heavy personal preference factor I decided to put it here.
I play in a “wilderness” world with city size at 3, maybe due to the Labs always requiring an “isolated location”, I think this has triggered an abundancy of them which, in turn, has triggered a consistent “network”. I don’t know if it may be RNG at play but after exploring more and more I think it’s starting to look like a systematic behaviour of the mapgen code. In this world aproximately 50% of the “road dead ends” in forests contain a Lab… They are so abundant that I do not explore any longer in the traditional sense.
I just hop in and activate their computer map and I usually spot around 3 or 4 nearby Labs I can keep on using to keep on exploring
Due to the inmense strategic value of Labs (On top of the important role they have in the “lore gathering” side of the game) I would say that they should be rarer to see or at least force the player to move around a bit more.
I have the impression that on a more civilized world this rarity would self-regulate that’s why I tought in the following suggestion that would affect the mapgen code to make it treat equally low civilized worlds from high civilized ones on particular “features/building/zones”:
- Exclusion Radius. A given “feature/building/zone” could be labelled as preventing the same feature to appear on a certain Radius in the world map (On the mapgen code could be implemented as a check for pressence of the same feature in that radius to reduce the chance of it to repeat itself, or even prevent it completely).
This effect can be approached in a different way:
The issue may be the fact that a Top Secret Lab contains references to the surrounding map… Which is a bit… Strange. If you are allowed to access a given facility… Why you need to know the surrounding terrain?. The way highly sensitive research teams are configured IRL is precissely to control the information spread by security level clearances, compartimentalized research teams working in parallel, etc. In this scenario is highly puzzling to find references to other facilities on a given one. If would make far more sense to find this kind of accurate data into a Highly Secured Military Bunker (Not the Ammo Dumps most are), for example. In any case, the size of revealed map doesn’t change the fact that, on foot, a character in a world like mine can easily stumble accidentally into like 4 Labs in a single day which, again, doesn’t make too much sense in a scenario like the lore depicts.
That’s why, instead of a per feature “complex balance”, I thought it could be worthy to suggest to give content creators a degree of control on the spatial frequency their “features/bulding/zones” should observe (In contrast to just relying on a “rarity” chance for a given feature to appear on a given suitable spot).