Suggestions: Necromancy and Cannibalism

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

Suggestions: Necromancy and Cannibalism

Postby Xoatl » Tue Apr 13, 2021 1:11 am

Hey guys, love the game and get that its a precious thing so I dont expect adding crazy ideas willy nilly but I just had some thoughts while playing. I haven't lived long enough to experience a lot of the end game content whether now or years ago. So if this stuff wouldn't fit feel free to point out why. I noticed you can regain LP from your dead characters if you recover their body and head. So hear me out, extend the crime system to cannibalism (and necromancy more on that later). Cannibalism pretty self explanatory. At the cost of leaving behind a scent worse than murder as well as maybe some health debuff you can consume your enemy gaining a 5-10% of their LP. This game is supposed to be based on Northern Pagan myths right? Well, I'm sure its not a shocker for all of you that people there and elsewhere in the world back then and even still today think you can absorb power from exceptional foes if you eat them. But with the scent and health consequences it should be enough that you dont want to be eating every noob body you see, also you can pick up bodies and eat them at home so again not sure how to work that out in relation to scents. Maybe make it really easy to pick up and even coming out of buildings.

The other thing was necromancy. So heres how it could work in an interesting way. Bodies you bury from your dead chars give you LP thats already in the game. But if you designate a graveyard by simply having two or more graves connected with one another. This can be determined by a grave being X squares adjacent to another grave. Bury your dead character next to other graves with already filled dead characters buried rightfully by their "successor" you get some additional bonus LP. That way everyone is incentivized to bury their character at the communal graveyard and even adds a little to the replayability after a particularly devastating loss. So heres where necromancy comes in, theres already something similar to this in the game but again, havent experienced it myself. A necromancer raises a corpse to fight for it right? They raise one corpse (only hearthlings) and send it to roam a location on the map (attack a village, protect your lair etc). Like cannibalism you make a scent worse than murder. However if a necromancer raises multiple corpses at once in rapid succession by dragging an area or doing it manually like a firebrand all the raised corpses now have stat boosts too. Too avoid conflict and headache all raised corpses regardless of when they're made are controlled as one big group by the necromancer (no squads). I'm sure now you see where the graveyard idea comes in and the possibility for emergent fun. Of course little anti exploit things would need to be thought of to avoid somebody creating a necromancer and then spamming alt bodies to make an army. Thanks for reading and considering.
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Re: Suggestions: Necromancy and Cannibalism

Postby meus » Wed Apr 14, 2021 5:37 am

I think something similar was rejected before due to the "make alts and eat them for LP/stats" and people in HnH are generally afraid of botting/alting.

However, being able to get some LP by killing an enemy is somewhat in the game already, to a lesser extent:
http://ringofbrodgar.com/wiki/Underdeve ... ling_Skull
http://ringofbrodgar.com/wiki/Hearthling_Skull

It's just not too OP to alt-farm them considering the limitations on curios.
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Re: Suggestions: Necromancy and Cannibalism

Postby Burinn » Wed Apr 14, 2021 7:25 am

Cannibalism is haram.
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Re: Suggestions: Necromancy and Cannibalism

Postby meus » Wed Apr 14, 2021 2:21 pm

The graveyards could help Nidbanes though - or against them.
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Re: Suggestions: Necromancy and Cannibalism

Postby Xoatl » Mon Apr 19, 2021 12:24 am

meus wrote:I think something similar was rejected before due to the "make alts and eat them for LP/stats" and people in HnH are generally afraid of botting/alting.

However, being able to get some LP by killing an enemy is somewhat in the game already, to a lesser extent:
http://ringofbrodgar.com/wiki/Underdeve ... ling_Skull
http://ringofbrodgar.com/wiki/Hearthling_Skull

It's just not too OP to alt-farm them considering the limitations on curios.

Yeah I figured at the end of my post that farming alts would be OP. Maybe have the skeletons spawn be prohibitively weak unless used at a cemetary with graves of actual mains full of LP. So if you tried sending theyd be really slow and as weak as bats.
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Re: Suggestions: Necromancy and Cannibalism

Postby TonyRigatoni » Mon Oct 02, 2023 11:45 pm

Xoatl wrote:Hey guys, love the game and get that its a precious thing so I dont expect adding crazy ideas willy nilly but I just had some thoughts while playing. I haven't lived long enough to experience a lot of the end game content whether now or years ago. So if this stuff wouldn't fit feel free to point out why. I noticed you can regain LP from your dead characters if you recover their body and head. So hear me out, extend the crime system to cannibalism (and necromancy more on that later). Cannibalism pretty self explanatory. At the cost of leaving behind a scent worse than murder as well as maybe some health debuff you can consume your enemy gaining a 5-10% of their LP. This game is supposed to be based on Northern Pagan myths right? Well, I'm sure its not a shocker for all of you that people there and elsewhere in the world back then and even still today think you can absorb power from exceptional foes if you eat them. But with the scent and health consequences it should be enough that you dont want to be eating every noob body you see, also you can pick up bodies and eat them at home so again not sure how to work that out in relation to scents. Maybe make it really easy to pick up and even coming out of buildings.

The other thing was necromancy. So heres how it could work in an interesting way. Bodies you bury from your dead chars give you LP thats already in the game. But if you designate a graveyard by simply having two or more graves connected with one another. This can be determined by a grave being X squares adjacent to another grave. Bury your dead character next to other graves with already filled dead characters buried rightfully by their "successor" you get some additional bonus LP. That way everyone is incentivized to bury their character at the communal graveyard and even adds a little to the replayability after a particularly devastating loss. So heres where necromancy comes in, theres already something similar to this in the game but again, havent experienced it myself. A necromancer raises a corpse to fight for it right? They raise one corpse (only hearthlings) and send it to roam a location on the map (attack a village, protect your lair etc). Like cannibalism you make a scent worse than murder. However if a necromancer raises multiple corpses at once in rapid succession by dragging an area or doing it manually like a firebrand all the raised corpses now have stat boosts too. Too avoid conflict and headache all raised corpses regardless of when they're made are controlled as one big group by the necromancer (no squads). I'm sure now you see where the graveyard idea comes in and the possibility for emergent fun. Of course little anti exploit things would need to be thought of to avoid somebody creating a necromancer and then spamming alt bodies to make an army. Thanks for reading and considering.

+1
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