Thoughts on siege

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

Re: Thoughts on siege

Postby Thedrah » Sat Aug 05, 2017 1:21 am

we already have lockboxes, just make locks another aspect of the game and it'll be fine
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Re: Thoughts on siege

Postby tyrtix » Sat Aug 05, 2017 4:46 pm

Again: if stealing from a claim deals damage as based on how much time you spend inside claim AND based on what you steal (how many items? bigger items are worse?), and possibly dealing also HHP, you'll have a timer inducted by the fact the thief gets damage and then need to heal it before stealing again. Let this scale over stealth, so the more stealth you have, the less damage you get, BUT getting always some damage, and you won't have a horde of lowly alts that can factually steal everything.
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Re: Thoughts on siege

Postby Granger » Sat Aug 05, 2017 10:12 pm

Getting damage from theft and vandalism dosn't stop people from fully leveling whole bases now, I don't see an additional time limit as a deterrent as it would simply be alted away.
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Re: Thoughts on siege

Postby tyrtix » Sun Aug 06, 2017 4:25 am

Granger wrote:Getting damage from theft and vandalism dosn't stop people from fully leveling whole bases now, I don't see an additional time limit as a deterrent as it would simply be alted away.



Sorry, i was speaking only on behalf of thievery, not vandalism. Alting a toon just to steal few meh things to, say, 200 stealth and 300 con and the risk of just loosing the toon is not a big move, imho.

Random picking from hf like in salem we can pick from leantos is instead very interesting and can limit storage alting.
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Re: Thoughts on siege

Postby Potjeh » Sun Aug 06, 2017 10:53 am

IMO there should be a "Thief!" debuff meter that rises with every theft commited on a claim and also slowly with just time spent on hostile claims. The exact rate of debuff gain should be proportionate to thief's stealth * int vs the claim owner's exploration * per (or maybe will to make it more useful). Also, failed lockpick attempts should add a lot to the debuff meter. When the meter is full you can no longer commit theft, and it takes like a RL week for it to drain from full to empty.
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Re: Thoughts on siege

Postby Granger » Sun Aug 06, 2017 2:48 pm

Potjeh wrote:IMO there should be a "Thief!" debuff meter that rises with every theft commited on a claim and also slowly with just time spent on hostile claims. The exact rate of debuff gain should be proportionate to thief's stealth * int vs the claim owner's exploration * per (or maybe will to make it more useful). Also, failed lockpick attempts should add a lot to the debuff meter. When the meter is full you can no longer commit theft, and it takes like a RL week for it to drain from full to empty.

That could work, possibly add a bit more than stealth and int to the thief side to make creation of specialized alts for that less rewarding.
Also, how should village claims be handled?
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Re: Thoughts on siege

Postby Potjeh » Sun Aug 06, 2017 6:24 pm

Lawspeaker's stats. That way it'd make sense to use an actual character for LS instead of a no-investment alt.
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Re: Thoughts on siege

Postby Granger » Sun Aug 06, 2017 7:18 pm

Potjeh wrote:Lawspeaker's stats.

Tiles covered both by village and personal claim getting the average of both LS and owner?
Would model the protection of living in a strong village for a weaker member, and a high-end character living in a dump.

Question is how multiple personal claims should be handled? IMHO it could make sense to split the 'attention' the character has over all the plots he controls (so for multiple claims each would only get a fraction of what only one would receive).
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Re: Thoughts on siege

Postby jorb » Thu Feb 22, 2018 1:09 pm

Wouldn't mind the mechanics, not sure I like the suggested implementations. Huge subject.
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