Nomad Claim & Perks/Constructs

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

Nomad Claim & Perks/Constructs

Postby Zomad » Sun Oct 22, 2017 2:02 pm

So how this would work is that the claim is mobile what this would be or look like I haven't thought that far yet but could be required to be pulled by two or four animals and possibly something to do with an Dryad to craft with a set Claim size that if you want a bigger claim you want some nomad friends possibly too, and claim shield can overlap personal/village claims and can't be extended further than the default, size to be determined.

The Claim shield could have a lot less shield health than a normal claim, it could be half or 1/4th or whatever is fair to the defender and attacker since he technically isn't going to stay because he is a nomad, he just wants to protect his stuff while he is offline or currently squatting till he moves or is using it offensively to set a quick siege camp, alternatively it could be much larger pool of Shield HP, much much larger maybe even 4x larger but the shield could be damage with bashing and no need for siege equipment, just lots of time and angry people with the possibility of regaining shield HP a lot slower to make up for the larger pool, maybe 250HP an hour or less.

As for the different unique way to do Authority I've thought of two different ways to gain Authority, one would be a move a set distance away from previous camp position to gain Authority, the other would be to encamp the claim on nodes that have to be searched for and they can deplete and recharge, but that may be annoying as with the randomness of nodes and all that but anyway what this does is it keeps the Nomad mobile and can't stay in one place too long as to lose Authority and claim shield and it would be ok for multiple nomad claims to overlap each other but it would drain the local Nomadic Authority quicker.

Now a few questions to ask about are what is the best method game mechanic wise to prevent the nomad from just circling back too soon and re-encamping the same spot, well with the first method it could be it places a node instead that sucks the Authority out leaving a Depleted area that would restore over time instead sort of a reverse node so everywhere could be Green/Positive and then over time it drains down to 0 and needs to move on and no other Nomad can settle there for some time so more nomads would drain it much faster and in a larger area, while the Node method would only give Nomads set areas that can potentially move around to settle, and when the node decays and can give it some sort of visual indicator on how fresh/strong the node is as it could grow weaker as it decays

Ok now for some the unique constructs the nomad could get starting with.

*Stake wall - (Another name for Palisade sure) but it would work a bit different, stronger than a fence weaker than a Palisade, needs to be constructed on steep slopes and made of Rocks and Stick/Bough and would appear to be a line of thick spears jutting out of the side of the hill as would people use to keep Calvary away, it would be Hand bash-able but only when the claimshield is down, takes half the time drying as a Palisade but has significantly less health and can only be protected under a nomads shield, any other claim it will be as a stronger fence that animals can't smash through hopefully and just players with an axe to hack through it and maybe it could cause damage to those that bash/attack it even while it is protected by the shield.

*Caravan - Like a larger wagon but it also has an inside so the Nomad can put in usable furniture it is pretty much a mobile home, and if we wanted to go a bit further we could have it be Modular and be able to install one type of production building to the rear I.E. Kiln, the UI space can be smaller and the effectiveness(quality) can be lower than a fully built one but at least they don't have to rebuild that Coal,Smelter,Press every time you settle but alternatively you could get even some unique thing such as a Large drying rack array that hangs off the back that would be work like 6 drying racks or even a hitching post to stick animals to since you need some way to have animals following the pack.

*Yurt - a Deploy-able indoor area made of Hardened leather & hide + a few sticks/bough + Rope, this is for things that need to be inside like cupboard and when you empty it you can disassemble it and store it on top or inside the Caravan (my votes for on top) and the type of hide used would effect its color scheme, maybe even 2 types to look patchwork like, and would have the inside space of 3x3,4x4 or 3x4,4x5, could give it the added benefit of drying things faster on a rack or herbalist tables inside because the idea is for the Nomad to be mobile and unfinished products is a waste of time when you need to pickup and go.



These are just ideas I could think of to give the Credo Nomad an interesting twist for those that get it and hope others can add more ideas to other credos to make them all interesting enough that even they could trigger a different sort of play style and other things unique for them than just a few perks.
Feel free to add your own ideas or even criticize these ideas for whether they are good or bad or how they can be improved or just don't mesh well with the game theme as I myself haven't played that long or know enough to know what would actually work, so yeah got these from a conversation with a friend and thought I'd share and sorry if the formatting sucks and makes this hard to read.
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Re: Nomad Claim & Perks/Constructs

Postby maze » Sun Oct 22, 2017 9:25 pm

Claims are a risky thing, and asking for a claim that moves was once an idea of my own.

it would be WAY harder to manage on the dev side. likely break a fk ton of things.
I basically scrapped the idea after seeing how claim interaction worked with just PClaims & Tclaims alone.

Claim interaction

Nomad > City/personal = it would make to easy as raiders cart/griefer cart over claim people.
City/personal < nomad = City can claim grief nomad. claim then break the cart. GG.
make it so Nomad can't Build siege items on nomad claim = opens it up to other expoits. can still be used to grief claim people stuff.

Currently
Citys can always over claim personal claims.
new personal claims can't be made on city claims (unless you're part of it).

This still end up with people being claim griefed by citys. city just sets up siege camp and blows the hermit/ claim away.

The best idea I had for a Nomad cart was this link: viewtopic.php?p=751189#p751189
WARNING! MY ENGISH SUCKS.
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Re: Nomad Claim & Perks/Constructs

Postby Zomad » Sun Oct 22, 2017 10:54 pm

Could have it so Nomad claim can't Encamp within 50 tiles of an existing claim, Nomad Claim takes Priority since it has to be older than the claim rolling over it on that spot, Nomad is also forced to be moving in some time due to my idea of the Local Authority drain kind of like the Caravan is digging up ball clay kind in a spiral starting from the center kind of way, how long till it completely drains and recovers is up for discussion.

So like are you saying they extend claim around the wagon and then build a wall around it? make it so you can't extend claims near a Nomad camp, it can't stay forever and it's like 50 tiles away at the closest so may as well make it so people can't grief you till the game forces you to leave due to Authority drain and even if the city/village claim moves over the wagon claim it could still have priority over that small area since it was 50 tiles away the Nomad won't be griefing but the problem could be for palisade encirclement and maybe a Hearth magic short range Random teleport that moves you away from claims to open fields (hopefully not into a bear/something bad). sort of an unstuck feature that costs XP and specific to the nomad credo.

The nomad could have a Pseudo claim one small for shielding, and one large for wall build protection.

Now that I think about it, having a Ring of a LARGE number of Nomad Carts you could ring and entrench/siege a claim making it impossible to escape unless Nomad claims can't be encamped within 5 tiles of each other leaving gaps but then you can't have a large nomad camp but sections of smaller camps kind of like a trailer park.

I guess sometimes people want to be less of a Gypsy Nomad and more of an Hun Nomad, going around siege things.

Could limit the number of carts a player can have like 1, and have it be like an item in the study area a large L shape.

The materials to make one could be rare so everyone won't just have a ton right away like having a mammoth,troll,Dryad related materials or something like that.

One last thing I can think of before submitting this is that Villages and Pclaims Drain Nomadic power in the area or even put it into the negative to suck it out of the wagon itself so Nomads won't be able to reasonably Encamp near it anyway is a potential idea to make it so they can't encircle siege at all as the area would have no Authority to shield any of the entrenchments.
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