Teleporting: Railroad

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

Teleporting: Railroad

Postby Badich » Thu Nov 12, 2015 10:16 pm

The game does not have a really efficient a long-distance travel system: endless crossroad jumps. In order to reach the other side of the world you would have to travel along hundreds of crossroads and know which ones you should use. I would like to suggest a more advanced teleportation system - railways. Combined with horses, railways should replace crossroads physically replacing them.

It is a complicated system which needs careful reading.
Image

New building: rail station.
The rail station manages the vagons and trains, performing the role of a heart of transportation for a village. You use it in order to reach other rail stations, which are interconnected. Each rail station should be attached to a village and has the name of the village.

New building: depot.

A railstation should work in a partnership with another building (2x2 tiles) called depot. It connects to the station by a railway. Each depot has 1 train and a few coaches/vagons. Depot manages the trains: connect/disconnect a new coach; load or unload.

New building: train.

Trains could be build only on the railways. You can push them to move (like rams). When the train gets close enough to a depot, you will get action option ‘connect’. In order to disconnect the train you will have to use depot and press ‘disconnect’, then the train will appear outside of the depot boundary.

New building: coach/vagon.

They works similar to oxcarts - it has an inventory and slots for containers.
Coaches could be built only on the railways. You can push them to move. When the coach gets close enough to a depot, you will get an action option ‘connect to the train’. In order to disconnect the coach you will have to use the depot and press ‘disconnect’, then the coach will appear outside of the depot boundary

You can load and unload a coach on a railway.
There are two types of coaches: 1. For containers; 2. Domesticated animals. Possibly this mechanics aspect might be designed in a better way, since there should be a possibility to move animals on trains.

New building: station.

Station performs the role of a train stopping point. It will serve as a teleportation point towards a resource node.

Teleporting

In order to teleport you are required to move closer to the rail station, summon the needed train from the depot. Afterwards, a train will arrive to the platform. If there are a few people teleporting at the same time, they would have to sit inside of the train and chose the station or a rail station they would like to reach. Then they will be teleported.

There should be a few types of teleportation.
Immediate teleportation to the destination - the length of the travel will be estimated and the time required to travel will be assigned according to the distance. For instance, 1 minimap - 5 seconds, 10 minimaps - 50 seconds. The ride on a train is something like traveling by a horse twice faster. Each tile traveled should consume some amount of coal, depending on the length of the travel.

New building: railway/rails.
You have to build a rail per each tile. 1 rail/tile = 2 nuggets of hard metal + blocks of wood/rocks (metals are required for the rails, wood and rocks used as supporting construction). Therefore 1 minimap-long railway would cost 20 bars of metal. I think it should be done that way, but it might need some nerf.

You do not have to level the land.
You can build it like a palisade.
You can cross across railways.

If the railways were broken, you will appear in the middle of somewhere. You can continue your travels by pressing the railways and receiving an option to travel to the nearest station.


Details:
Rails might be broken, but it should have soak close to strongboxes from the Legacy + hitbox should be much higher. Rails should not be easily destroyed. Destroying other village rails will leave scents.

In the beginning, when the construction of the rail station is finished and it has rails connected to it, the owner of the particular railway should be the village which hosts the rail station.
When 2 separate rail stations connect with each other through railways, there should be permission-manager menu inside of your train station. It is important to prevent unauthorized rail connections and (ab)use of your rails.

In case the rails were broken by someone, the teleportation menu from your station should disappear to make it clear that the rails were destroyed. Animals, people and logs should not be an obstacle.


As the time goes, the numbers of railways will increase and you will need to build a cross-rail where 2 rails intercect. However, as I have mentioned before, each rail station has options to permit use of its railway.

Analytics:
Teleportation is a very time-saving way of travel and should cost accordingly resource-wise. Railways will become a very safe way of travel + consequently a very expensive one as well.
Nowadays crossroads could be built by any naked character, which does not seem right. Introducing the railways would mean hermits will have to integrate with the community and neighbor villages, creating a social capital. Altogether it will make the game more fun to play.
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Re: Teleporting: Railroad

Postby Pupsi » Thu Nov 12, 2015 10:47 pm

If not this, i would like to see Minecart for mining
Great idea, love trains ♥
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Re: Teleporting: Railroad

Postby Thedrah » Fri Nov 13, 2015 4:06 pm

i dont like the notion of fast travel/teleportation, it loses some immersion. why not have a wagon like vehicle and people ride it along a railroad track? maybe we could have people raid the train while enroute :twisted: like a group of people on horses shooting at the person driving

then could we have different types of rails? such as iron, stone, and wood? at different speeds, maybe different fuel cost. to use all the low q coal. and if no engine why push? isn't there some sort of cart that one could pump up and down to move the carts?
could we have the rails work for minecarts as well? anyone wanna take the subway? which could we have varying sizes of engines? like a cheap engine to pull one cart

also, a big problem would be crossing or going around any body of water unless we have transfer stations, if we can't have bridges of course.
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Re: Teleporting: Railroad

Postby LadyGoo » Fri Nov 13, 2015 4:23 pm

why not have a wagon like vehicle and people ride it along a railroad track?
Would be fun to be honest. But make it so it will be as fast as a horse's 3rd speed.

also, a big problem would be crossing or going around any body of water unless we have transfer stations, if we can't have bridges of course.
All water systems are not so hard to build around, so it shouldn't be a problem.

I like your idea about different types of railroad. :lol:
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Re: Teleporting: Railroad

Postby humanalien » Fri Nov 13, 2015 6:55 pm

This would be a nice endgame goal to achieve.
It also requires villages to work together and will take the community a step closer to kingdoms/nations.

I vote yes :)
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Re: Teleporting: Railroad

Postby Lunarius_Haberdash » Fri Nov 13, 2015 11:40 pm

How about we avoid such high-level tech and instead implement all of these ideas under a different aesthetic?

Just make them "wagontrains" instead of Railroads and I'm mostly on board, especially if they aren't instant travel but move as suggested, like railroads.

I feel like there's a missing mechanic here, some time of required ongoing maintenance to keep the 'track' running.
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Re: Teleporting: Railroad

Postby Tonkyhonk » Sat Nov 14, 2015 12:38 am

i dont hate the idea itself, but doesnt this defeat the whole purpose of removing crossroads in the first place?
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Re: Teleporting: Railroad

Postby Lunarius_Haberdash » Sat Nov 14, 2015 2:00 am

Tonkyhonk wrote:i dont hate the idea itself, but doesnt this defeat the whole purpose of removing crossroads in the first place?



Not if the vehicles in question travel across the terrain, no. They're far more vulnerable and stoppable then crossroads, hell, even ROADS at present are. They'd also require a far larger investment of time and resources than crossroads or, I should hope, even present roads.
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Re: Teleporting: Railroad

Postby Badich » Sat Nov 14, 2015 12:46 pm

Tonkyhonk wrote:i dont hate the idea itself, but doesnt this defeat the whole purpose of removing crossroads in the first place?

Yes, I think so. Horses and railroads should remove crossroads.
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Re: Teleporting: Railroad

Postby ArvinJA » Sat Nov 14, 2015 1:33 pm

It doesn't really fit in with the theme of a 90s summer camp though.
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