Suggestion to fix palisade demolishing.

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Suggestion to fix palisade demolishing.

Postby Rompehuevos » Fri May 31, 2019 7:05 pm

Ok, i know the subject has been touched in other topics, but this is my own suggestion to fix demolishing.

As it stands right now its a huge pain in the ass to remodel a developed base. I understand the concerns about cascading: its not fun having to rebuild 40 sections of wall, if it includes cornerposts and gates. While a well established char, could "chin up" and do it (and most of the times it´s preferablo to just have 1 or 3 tiles demolished), a fresh char is pretty much f*** energy wise. Then we have the pvp aspect of it, and not wanting OP siege engines. So to me the best way to address this wouldn´t be to rebalance the siege engines but to create a new item: Demolition Charges (or however you want to name them to make them more lore friendly). How would they work?:

-One charge per tile.
-Moderately expensive (making one should not be a big deal, but a hundred should take an effort). Tarsticks, or whatever other "time gated" crafted resource, you can think of. In this way, it can be a drain of resources for convenience to a well developed village that needs to take down 120 tiles, but its willing to pay the price not to wait one month, or having 72 useless wrecking balls lying around after the deed is done. A small village wont even bother with them and stick to the current methods.
-Needs 24h to set like current wrecking ball.
-Can only be set by lawspeaker or equivalent owner/rights holder, no outsider can use it to grief or siege.

Effect: it doesn´t destroy the palisade out right, instead leaves it in a "bashable" state, like it was before it set. We don´t want to make things too easy after all.

If lore-wise demolition charges (aka explosives) are frowned upon, then i present to you mankinds oldest friend: fire. Just make them burn for 24h, not unlike dugouts, and make them bashable after this time (structure weakened by fire). The item could be just a "special demolition tar" or what have you that you apply to 1 tile.

Feedback is welcomed.
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Re: Suggestion to fix palisade demolishing.

Postby DDDsDD999 » Fri May 31, 2019 7:11 pm

Just have wrecking balls cascade again, but make a strut or something you toss on the wall to stop wrecking ball cascade at that point. It's been suggested a million times.
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Re: Suggestion to fix palisade demolishing.

Postby Rompehuevos » Fri May 31, 2019 7:22 pm

i think wrecking balls not cascading was a good fix to avoid the "disaster" of new chars having to rebuild their whole base at a point where its too expensive in energy for them. On the other hand the "stopping point" that has been suggested is not expensive enough. Think of it this way, making a knarr takes planification, or a big economy. This is the same thinking. If you want to destroy fast hundreds of tiles, there should be a proportionate cost, in time and materials. If you only use one item to stop the cascade, it must be either tremendously expensive (to make up for potential hundreds of tiles -time/effort- saved), or it will be "OP".

Instead of struggling with the balance of the cost of this "one item to demolish them all", my proposed method gives a consistent price/reward. Want a hundred tiles demolished? pay those hundred sticks and wax or whatever, and then bash them. You decide what you are willing to pay for.
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