Fire damage and more uses

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Fire damage and more uses

Postby DeltaBro101 » Wed Jun 22, 2016 3:04 am

I have thought about this for a bit and I think it would be nice to see. I know we have fire to cook and a bunch of other stuff but, fire is destructive. it is the best weapon as it can spread quickly and it's deadly. I think seeing arrows being covered in rags (maybe used gauze?) and pitch to create arrows that are used to light fires and cause extra damage at the cost of some range due to the weight. or the use of hot tar as a defense against siege. I would think that in this world of not fully modern technology, fire would be used accordingly. and since fire is dangerous, make the wounds it give from slight scorch, to all the way to charred flesh with mild burn between. a slight scorch would just need a cold compress or time possibly while a mild burn would need a new healing item called soothing cream which could be made from vinegar and rosewater (made from dog rose hips and water). however a charred flesh would need a soothing bandage which is soothing cream and a gauze creating a new item. I would like this since it makes no sense that burns are nonexistent. I understand that this can be just for the fact to make it more similar to life but this also adds more factors of game play as well.
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Re: Fire damage and more uses

Postby Hasta » Wed Jun 22, 2016 5:03 am

Meanwhile we can't even put a fireplace indoors. Yeah, sure, let's talk about greek flame while we shooting incendiary arrows at everything that moves.
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Re: Fire damage and more uses

Postby DeltaBro101 » Wed Jun 22, 2016 6:02 am

I thought we couldn't do that since houses would need proper ventilation for it also yes fireplaces are cool and all and i agree but they would be a great thing but would this mean that all housing can have one? how is it going to work? how would it be built? what would you need? If there's a post answering all of these questions then please show me it cause then i can fully agree. however the ability to use fire for more then cooking is a step in the right track.
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Re: Fire damage and more uses

Postby MrPunchers » Wed Jun 22, 2016 7:53 am

I agree with this, but I'd tone the firepower of the fire (lol) down, maybe a specialized thing for launching fire-projectiles, and the shot could be tar and cloth. As for sieging, add a special catapult for fire. As for the burns, they'd do extra damage to metal armored opponents, but clothed people would take little until their clothes caught fire, than alot of damage. The burns could be treated from waiting (albeit very slow), swimming (again, only a small amount), gauze (faster), and a new thing specifically for burns, maybe a medicine patch made from wax, a special berry (or if they add it aloe vera), and cloth. The burns could go from small burns from small things, randomly from fires, making firebrands occasionally, or eating steaming hot foods without gloves (reason for gloves), these burns would give 1-4 burn damage, curable with yarrow, quickly over time, and bandages, idk what would be called, then a scorch would be from getting hit from tar while in armor, and 3rd-4th degree burns from wearing clothing and letting it keep burning.
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Re: Fire damage and more uses

Postby ydex » Thu Jun 23, 2016 6:46 am

ability to shot fire arrows at alisade n burn it down would be cool
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Re: Fire damage and more uses

Postby Granger » Thu Jun 23, 2016 7:24 am

ydex wrote:ability to shot fire arrows at alisade n burn it down would be cool


Setting it on fire with a torch would do the trick.

My guess is that object controlled objects will enable attaching fire to something (server side game mechanic wise). Please note that this will be base code that enables such class of features (and others like walkable walls, bridges,...) and may or may not come with the feature suggested here.
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Re: Fire damage and more uses

Postby Hasta » Thu Jun 23, 2016 7:29 am

I stopped reading after:
Granger wrote: object controlled objects will enable attaching fire to something

Torching down enemy palisades confirmed by Granger!! >.<

Seriously tho, that would be neat and fun, making some kind of prolonged-action C4 charge with brimstone, hardened leather and glue, attaching it to palisade and watching is burn for a while. But the possibilities of griefing with this are countless, unless the object set on fire requires constant supervision.

Just imagine logging on and seeing your palisade burning at all 4 sides, with noone around to punish for that! It's like giving catapults and battering rams "auto-attack" function.
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Re: Fire damage and more uses

Postby Granger » Thu Jun 23, 2016 7:40 am

The ability to burn down palisades (over a reasonable timespan like 3 RL days so the owner has time to react to it) would also make sense since it would be the currently missing reason to build brickwalls. So it could well be an unsupervised process...
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Re: Fire damage and more uses

Postby Hasta » Thu Jun 23, 2016 7:44 am

Granger wrote:The ability to burn down palisades (over a reasonable timespan like 1-3 RL days so the owner has time to react to it) would also make sense since it would be the currently missing reason to build brickwalls.


How do you propose to counter that particular siege tactic? Maybe continuously throwing water at a burning tile with a bucket? A new type of barrel, requiring a lot of red pigment, filled with 100l of water, able to extinguish 3-5 adjacent tiles at once upon activation? Crate of sand, even more effective (at the cost of being a huge pain in teh ass to fill and being activated by continuous "working" on it)? So many possibilities!

That could've come across as sarcastic comment. It wasnt >.<
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Re: Fire damage and more uses

Postby Granger » Thu Jun 23, 2016 8:05 am

Something like: Fire would spread 1 segment per ingame day and a fully intact palisade segment burns down within 3 RL days (damaged ones go quicker) should give a nice view the moment the first segment collapses (preferably without cascade damage), random chance for fire to go out by itself (or rainy weather, should we ever get some).

Extinguish with a Bucked of Water per palisade segment should do the trick.
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