zztong
Hunter
RWG currently has Gateway Tiles for the paved road network as the interface between settlements and the road network, but also as waypoints and junctions.
The 2.0 network of wilderness roads (as shown in the Dev Stream) seems to have POI connections tap into a kind of backbone of wilderness road. I assume as a Wilderness POI is being placed it looks for a RoadExit, and if found, looks to connect it to a nearby wilderness road, if there is one.
What I'm proposing is a new kind of Tile be added. A "Wilderness Gateway Tile" would act just like current Tiles, but instead of having a preset configuration of road interface points, the Wilderness Gateway Tiles would just have RoadExits, like the Wilderness POIs. Then Tile designers could make sure there were at least one (or more) RoadExit per side of the Tile. Any RoadExits not needed to connect to a POI, or an extension of the wilderness road network, could just be ignored.
What this potentially opens up is a landmark, or a small collections of houses, along the country road. You might pass between two farms. You might cross a small wooden bridge over a creek. You might pass a country store.
Tagging POIs to land on these Tiles might mean they need a naming convention other than depending on the "Wilderness" Tag; perhaps "Landmark":
rwg_tile_landmark_01
My hope is that this suggestion picks on enough existing features so as to be easy to implement, though the algorithm behind building wilderness road networks is unknown to me.
The 2.0 network of wilderness roads (as shown in the Dev Stream) seems to have POI connections tap into a kind of backbone of wilderness road. I assume as a Wilderness POI is being placed it looks for a RoadExit, and if found, looks to connect it to a nearby wilderness road, if there is one.
What I'm proposing is a new kind of Tile be added. A "Wilderness Gateway Tile" would act just like current Tiles, but instead of having a preset configuration of road interface points, the Wilderness Gateway Tiles would just have RoadExits, like the Wilderness POIs. Then Tile designers could make sure there were at least one (or more) RoadExit per side of the Tile. Any RoadExits not needed to connect to a POI, or an extension of the wilderness road network, could just be ignored.
What this potentially opens up is a landmark, or a small collections of houses, along the country road. You might pass between two farms. You might cross a small wooden bridge over a creek. You might pass a country store.
Tagging POIs to land on these Tiles might mean they need a naming convention other than depending on the "Wilderness" Tag; perhaps "Landmark":
rwg_tile_landmark_01
My hope is that this suggestion picks on enough existing features so as to be easy to implement, though the algorithm behind building wilderness road networks is unknown to me.