Kingdoms Idea: Regions

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

Re: Kingdoms Idea: Regions

Postby Adder1234 » Tue Sep 20, 2016 8:15 am

ekzarh wrote:
LadyGoo wrote: But it is a crucial detail! Kingdoms cannot dictate the places of power generation and have to adjust to the world.


Further down that thread 2 types or relics were suggested. Un-movable ones - the ones you are describing here. And movable ones, which can be worn.
It is logical that big un-movable ones should give significant bonus while wearable ones may give significant bonus to wearer while giving small bonus to Realm.

Anyway - I upvote both. They provide endgame content, PVP motivation and things to do after insane stats (or cap) are reached.

Agreed. The whole reason why large cities and fortresses have existed throughout history is because a valuable resource or material was accessible in the area, giving people a reason to fight over or protect that region. Either that or warlike groups built strongholds in regions of strategic military value. Sometimes people even fought over regions just for the bragging rights of having a famous monument in their kingdom.
These kind of buffs will replicate such situations in this game and give people reasons to have towns and strongholds in out of the way places, instead of just having one giant city. This in turn could lead to the development of trade routes between cities, for example if a monument was located in a mountain, the people living around it would find it difficult to gather food, so they would need to receive shipments of vegetables from other towns or farms. Or is a monument was in a region with few sources of metal, they would need to get metals from another settlement nearby.
Last edited by Adder1234 on Tue Sep 20, 2016 8:45 am, edited 1 time in total.
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Re: Kingdoms Idea: Regions

Postby Amanda44 » Tue Sep 20, 2016 8:43 am

LadyGoo wrote:It would be nice if the kingdoms would have more reasons to fight with each other over certain regions + make sure that the regions would be densely populated as well.

I suggest to generate special objects of power (World Tree, Ring of Brodgar Stonehenge, Statues of Jorb and Loftar and etc.) all around the map. The objects should grant significant boost in stats and multiply the buff of the kingdom, that covers the sacred area. Such areas would encourage noobs to settle nearby + create reasons for the factions to aim to overtake the place, rather than attempt to ruin it and harass the people living in the area.


I really like this idea, we were talking in-game a few days ago about this type of thing, someone did mention the Ring of Brodgar and similar types of structures, kingdoms definitely need more going for them to encourage settlers and to be competitive against other kingdoms, I prefer the idea of static objects around the map to moveable relics simply because it fits the criteria for gathering in a certain area and developing it.
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Re: Kingdoms Idea: Regions

Postby LadyV » Tue Sep 20, 2016 11:15 am

LadyGoo wrote:It would be nice if the kingdoms would have more reasons to fight with each other over certain regions + make sure that the regions would be densely populated as well.

I suggest to generate special objects of power (World Tree, Ring of Brodgar Stonehenge, Statues of Jorb and Loftar and etc.) all around the map. The objects should grant significant boost in stats and multiply the buff of the kingdom, that covers the sacred area. Such areas would encourage noobs to settle nearby + create reasons for the factions to aim to overtake the place, rather than attempt to ruin it and harass the people living in the area.



Maybe this could be nice. I still like my older idea of special buildings opening up for different levels of development like village and kingdom. This woudl offer so much specialization and projects for each stage. It also truly shows who is a real power and works together.
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