A larger ship and a smaller ship

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

A larger ship and a smaller ship

Postby Händler » Fri Feb 20, 2026 3:39 am

While Snekke and Knarr find their use for each type of deep Ocean, some practical variants would add greatly to them.

Firstly, a big ship. How about an Iron Barde type ship. Not just some larger cargo ship, but an actual warship intended for war and mayhem. Also would be big if said ship can function as a structure to build cupboards in and what not. And by extension therefore potentially even serve as a mobile base for longer expeditions.
- Suited for Very Deep Ocean travel, just like the Knarr.
- Same speed as the knarr, but much more health.
- Enormous size, bigger than the Knarr, such that it can typically not even enter into rivers, but with less cargo space than a Knarr.
- equipped with iron stems/bards that portrude from each ending of the ship (but do not count as part of the ships hitbox and instead have their own hitbox), to be able to serve as weapon to attempt to ram other ships with in a directional attack, which if the stem hitbox successfully makes contact during the attack, inflicts equal static destruction damage to itself and the target (and does so from a mild distance away due to the stem, such that the opponent can not simply enter the war ship on hit). The attack can only be used in provinces where the thingpeace is broken.
- Built-in catapults, which also can only be used while the thingpeace is broken.

Secondly, a small ship. A Skute type of ship.
- Small but long hitbox and fragile health.
- less cargo space than a Snekk.
- fast and allows to travel with up to 2 or 3 persons to a dock, making it very mobile and superior to the Snekkja, where quick transportation tasks of persons or goods is needed over sizeable transportation of goods.
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Re: A larger ship and a smaller ship

Postby maze » Fri Feb 20, 2026 4:40 am

I pushed my own wagon interior idea mainly because of this post, interiors of wagons or ships would be cool but they generally came with exploits and problematic gameplay. I suggest the interior of ships and wagon would be using the dungeon logic tech, making it so when you enter then ship or wagon you enter a lawless zone, much like a dungeon within a claim. When leaving the dungeon in anyway you'd get visitor debuff while it's on a claim.
Those with keys to vehicle retain the ability to move it and interact with it (or it should but I found this world it was removed, what likely needs to be fixed).

Problem with "built in catapult", the ship would have to sit still for 24 hours to be able to shoot still like the current catapult, it think the ideal suggestion would be if they added some type of siege structure that had a minesupport like radius that enabled siege machines once it dried itself, breaking it would disable the siege machines (ship catapult).
this would atleast allow the ship to move to a degree, it would still be insanly powerful to have a moving catapult (insert someone shooting a random person or knar off claim middle of sea).

I think the "thingpeace" being broken would be the main thing to keep most of this ship in balance and mostly just a meme at the sametime.
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Re: A larger ship and a smaller ship

Postby vatas » Fri Feb 20, 2026 2:03 pm

Not sure how useful this would actually be, but once in a while I find myself wishing there was a "barge" -type of watercraft - relatively slow, and relatively cheap to build, but with abundant cargo space.
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Re: A larger ship and a smaller ship

Postby Händler » Fri Feb 20, 2026 7:37 pm

vatas wrote:Not sure how useful this would actually be, but once in a while I find myself wishing there was a "barge" -type of watercraft - relatively slow, and relatively cheap to build, but with abundant cargo space.


More ships (and land vehicles) in general would be very fun and good content to have. As long as the vehicles are not utterly immobile, like the Raft, they could just as well add the same exact ship in multiple skin variants and it would be dope already. Of course more realistic ships or even some fantasy ones fitting Haven's theme would be better. I wouldn't even mind if they added some ships that are a bit off the grain like a luger, caravel or a baochuan.


maze wrote: pushed my own wagon interior idea mainly because of this post, interiors of wagons or ships would be cool but they generally came with exploits and problematic gameplay. I suggest the interior of ships and wagon would be using the dungeon logic tech, making it so when you enter then ship or wagon you enter a lawless zone, much like a dungeon within a claim. When leaving the dungeon in anyway you'd get visitor debuff while it's on a claim.
Those with keys to vehicle retain the ability to move it and interact with it (or it should but I found this world it was removed, what likely needs to be fixed).


Maybe such mechanics are best tested in practice in experimental worlds.
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Re: A larger ship and a smaller ship

Postby Jorg » Sat Feb 21, 2026 2:10 am

vatas wrote:Not sure how useful this would actually be, but once in a while I find myself wishing there was a "barge" -type of watercraft - relatively slow, and relatively cheap to build, but with abundant cargo space.

A bigger ship with cargo space and an animal hold would be nice. The vikings brought animals to Iceland, there should be some better way to bring them that isn't just teleporting. A kogg would be about right
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Re: A larger ship and a smaller ship

Postby jorb » Sat Feb 21, 2026 8:06 am

The obvious thing to do, first and foremost, is, ofc: the longship.
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Postby FaithfulToadd » Tue Feb 24, 2026 6:38 pm

au revoir
Last edited by FaithfulToadd on Sat Mar 14, 2026 12:31 am, edited 1 time in total.
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Re: A larger ship and a smaller ship

Postby maze » Tue Feb 24, 2026 7:38 pm

OCO, for houses, walls, docks and such more: The player would need to transition from world map to object controlled, that being the object telling the player where they will be. What's a little weird to understand for a bridge or a dock, simply when you're entering the upramp of the bridge, you should be seen walking up the birdge, while if you are going under it you should be seen going under it.

Haven and hearth is built on single layer collision, with pixel perfection collision in a 2d plane. Everything would need to be remapped to the 3d plane. Instances of how collision is checked on not just x and y but Z. How persistence works within the world, this is referring how the server handles such objects on all planes, loads the, how they take damage when hit (catapult will now need a X,Y,Z shot rather then just aim and fire it needs to check all collision within the hit area). Z ordering of of what spot is a walkable area and not, simply think of each item needing to have a collision map of each pixel sits in the object and needing to relay that to the server and if the players head hit it or foot hits it or not. (We have really good Z ordering being done lately with the bell tower + latern ropes. This is partial parts of what we need of OCO fyi)

There is tons of networking and authority that need to be reworked with the engine. The server needs to understand how to handle both the players all at once being attached to a object, talking to the object and talking to the player and...this really gets into reference frames or the moving ground problem what if you look up any game that have vehicles that you can move around in, they will talk about how hard it just is to get everything working. (warframe my frav example).

I played with the idea myself where instead of breaking haven and hearth out of it's 2d world into the 3d world (and basically making haven voxel cuz that's what will happen), to just over lay a seemless instance transfer where stepping onto a ship/clicking teleports you to a instance/layer still visible to the overworld and visa versa. It's not a clean approach but it keeps the 2d of world collision we currently have and it cases less network problems. The problem with it, if you were to shoot an arrow. it would still hit anyone within that X,Y block regardless if they were under or over. There is a lot of confusing interactions or how to go about dealing with Z interactions.
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au revoir

Postby FaithfulToadd » Wed Feb 25, 2026 7:02 pm

au revoir
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Re: A larger ship and a smaller ship

Postby flevalt » Mon Mar 02, 2026 1:24 pm

maze wrote:OCO, for houses, walls, docks and such more: The player would need to transition from world map to object controlled, that being the object telling the player where they will be. What's a little weird to understand for a bridge or a dock, simply when you're entering the upramp of the bridge, you should be seen walking up the birdge, while if you are going under it you should be seen going under it.

Haven and hearth is built on single layer collision, with pixel perfection collision in a 2d plane. Everything would need to be remapped to the 3d plane. Instances of how collision is checked on not just x and y but Z. How persistence works within the world, this is referring how the server handles such objects on all planes, loads the, how they take damage when hit (catapult will now need a X,Y,Z shot rather then just aim and fire it needs to check all collision within the hit area). Z ordering of of what spot is a walkable area and not, simply think of each item needing to have a collision map of each pixel sits in the object and needing to relay that to the server and if the players head hit it or foot hits it or not. (We have really good Z ordering being done lately with the bell tower + latern ropes. This is partial parts of what we need of OCO fyi)

There is tons of networking and authority that need to be reworked with the engine. The server needs to understand how to handle both the players all at once being attached to a object, talking to the object and talking to the player and...this really gets into reference frames or the moving ground problem what if you look up any game that have vehicles that you can move around in, they will talk about how hard it just is to get everything working. (warframe my frav example).

I played with the idea myself where instead of breaking haven and hearth out of it's 2d world into the 3d world (and basically making haven voxel cuz that's what will happen), to just over lay a seemless instance transfer where stepping onto a ship/clicking teleports you to a instance/layer still visible to the overworld and visa versa. It's not a clean approach but it keeps the 2d of world collision we currently have and it cases less network problems. The problem with it, if you were to shoot an arrow. it would still hit anyone within that X,Y block regardless if they were under or over. There is a lot of confusing interactions or how to go about dealing with Z interactions.



Is there some link to any written statements where they talk about the details of OCO implementation?
I'm asking because what you describe doesn't sound like "OCO", as you already laid out yourself that there are different ways to implement it. It sounds like a rework of the game to get 3D matrix projection and physics.
The current game is not much different from legacy in how it works, just with 3D assets. Because if what you say is true, it would imply not just OCO but also other things like the ability to jump and what not, which the game currently does not have cause it's not in 3D.
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