Road system

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

Road system

Postby Procne » Thu Oct 15, 2015 6:01 pm

Forking from viewtopic.php?f=48&t=44279&start=10#p575865

The idea is aimed to create a road mechanic which:
- will be feasible at long ranges
- at a reasonable cost and effort
- can still be targeted by attackers
- but is less fragile

So, this is how it could work:

  • Initial milestones can only be built on village claim, by villagers
  • road signs would count as authority objects. It wouldn't be possible to build them closer than 3 tiles from other authority objects, and vice versa
  • each small road sign would create a small 5x5 pocket of vclaim centered at the sign. This would allow people to build walls around road signs and prevent other people from claiming the signs. Because of the above point this cannot be used to easily extend vclaim at a remote location
  • anyone can use the milestone to start travelling, it's not restricted to the townies only. Unless the milestone is walled off etc
  • each road would add lp upkeep to the town which started it. The cost would be ((10+<number of roadsigns in the road>)^2 per day. So the longer the road the higher upkeep it would require, basically making long highways available only to big, active towns
  • travelling across the road would not be interrupted by obstacles or walls along the road. If attackers want to make traps or destroy the road then they have to break a sign. Then they can claim the area and make a blockade.
  • if the road is not finished (not attached to a milestone on the other end) or one of the small road signs was broken then anyone attempting to use the road to teleport will be warned that the road is broken, before they teleport. I think the system where attackers can ambush people like that without any chance for the victims to defend is shitty.

Optionally:
  • towns could set up an LP price for using the road so that people from outside the town could also use it and help with the upkeep
  • town screen should indicate the upkeep from roads
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Re: Road system

Postby Sevenless » Thu Oct 15, 2015 7:18 pm

That walling concept sounds like an utter pain in the ass though... it also isn't very "roadlike". More like a string of connected Xroads.

I feel to make a good system for this, we're going to have to move a bit beyond established game mechanics. Maybe some kind of "siege" system for road networks to interrupt them?

I definitely support the concept of giving roads more innate protections and linking them to Vclaims though.
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