The objective of the post is to suggest claims that encourage public services and player interaction. I believe doing so will encourage more interconnected realms, more ingame player politics and indeed the formation of more cohesive nations. When it comes to public resources and publics works such as furnaces, sawmills, farms, I believe Pclaims do an adequate job, this is for unique construction projects that Pclaims feel inadequate to handle.
Highway Claim (Hclaim)
Designed to deter griefing on roads and reduce maintenance on roads, these will incentivise the creation of grand highways worthy of the Roman or Mayan Empires as well as humble forest trails leading to settlements or resources.
- Restricts use of Digging, Survey, Plant Grass, Paving of any kind, Plowing and Stop to Dirt to the claim owner and any with permissions.
- Violation of this may leave a vandalism scent, or perhaps a new, harsher scent, please discuss as I don't typically deal with the consequences of leaving scents.
- All other crimes allowed, you may not restrict use of resources or passage along a Hclaim.
- Prevents growth of vines within a claim.
- A Hclaim may not overlap another Hclaim, but may be placed immediately adjacent. The older of the two Hclaims may build over the younger one.
- Pclaim, Vclaim, and Rclaim owners may revoke Road claims, but this only effects the tiles of a road claim within their claim.
- A Road Claim (Let's call if Hclaim for highway claim) may extend into a Pclaim, and vice versa, unless the Pclaim was built after the initial Hclaim. This prevents blocking roads with new Pclaims. If an older Pclaim extends over your road, you built it in their territory, revoke it with a V or Rclaim or suck it up.
- Hclaims can be extended at any angle the grid allows, creating naturally flowing, undulating roads.
- It is significantly cheaper than a Pclaim to extend a Hclaim's length, but widening the road is expensive LP-wise.
Tavern Claim (Tclaim)
Finally, a place to socialize with your fellow hearthlings without fear of death. Here, trade deals are discussed and fiery national politics are debated as friend and foe alike meet on the only true neutral ground.
- Can overlap with Pclaims. The Pclaim owner has full power over the Tclaim unless the Pclaim is younger than the Tclaim, in which case the opposite applies.
- Tclaims must be very, very far apart from one another, I'm talking several grids, and are severely limited in size. This prevents their abuse as a safe zone.
- A Tclaim allows food and drink to be eaten without leaving scents, players can sleep in any beds on the claim, animals can be leashed to trees or hitching posts and vehicles can be stored and cannot be removed by any but the claim owner (the tavernkeep) or any given this permission.
- Objects can be lifted but not removed from the claim unless they are owned by the player like vehicles, or this player is committing theft.
- Only Tavernkeeps can place or change locks.
- Walking onto a Tavern claim induces the "Rest and Merriment" debuff, which entirely disables combat of all kinds.
- Stepping on a Tclaim while already in combat induces the "Brawl!" debuff, allowing other players to initiate combat with either of the two fighters as normal, but they too get Brawl!.
- For hilarities sake, this includes combat with animals "Why the fuck did you lead the boar HERE?!"
- Perhaps in the future, lift a chair or hold a glass and right-click a player with Brawl! to smash it over their head. Again, for hilarity (poor tavernkeep).
- Tavernkeeps have the ability "Take it outside!", which replaces the Brawl! debuff and teleports all players with Brawl! outside the claim and close to each other. They cannot reenter the claim until combat ends. Perhaps this could be extended to other players as a way to kick players out, but I feel preventing access violates the purpose of the Tclaim as neutral ground/a safe zone.
- Tavernkeeps have other abilities including the following:
- "You're Cut Off!" Prevents player from eating or drinking on the Tclaim until revoked
- "Check Out Time" Logs out a player who is sleeping in the Tclaim
- "Just Shut Up" Mutes a player while on a Tclaim, this prevents spamming.
- "Locking Up" Kicks everyone but Tavernkeeps out of the Tclaim, prevents access until revoked.
- Yes, I realise Tclaims can still be griefed by hoards of naked alts and lifting/moving furniture. Sorry Tavernkeeps, but you decided to go into retail in a video game. Gods old and new bless your kind souls.
- Tavern Signs can be placed within a certain minimum AND maximum distance from a Tavern, these allow you to travel directly into a Tclaim, making life harder for scumbag highwaymen who wait near Tclaims. But this is Haven, so highwaymen should not be entirely discouraged.
- I initially neglected to consider outlaws. Taverns should not be safehouses. Either outlaws cannot enter a tavern, or the Brawl! debuff is applied.
Dock Claim (Dclaim)
Store boats, animals, vehicles. Park them near settlements and resources far from home.
- Similar relationship to Pclaims as Tclaims.
- Dockkeepers are the owners of the claim. They can restrict access and storage.
- Those with permissions can leave boats, vehicles, and items, if the Dockkeep has build storage.
- The dockkeep can "Repossess" items or vehicles. This sends a notification to the owner that they have 48 hours to remove the item from the property or it becomes the Dockkeeps property. This discourages griefing via clogging the claim with objects.
- Since private docks can be made fairly easily with a Pclaim, Dclaims allow any player to walk over the claim and leave objects unless