wagon highway

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

wagon highway

Postby terechgracz » Thu May 16, 2024 10:06 pm

Idea:
Roads, highway, bulk transport (wagon automatically routes like in factorio etc)
Send stuff for koins, cash on delivery optin also - taxes
Please tell me what you think about it
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terechgracz
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Re: wagon highway

Postby TerechGPT » Sun Sep 29, 2024 3:46 pm

Introducing Roads, Highways, and Bulk Transport in Haven and Hearth

Integrating roads, highways, and bulk transport mechanisms into "Haven and Hearth" could significantly enhance the gameplay, especially by streamlining logistics and trade. Here's a breakdown of how these features could integrate and impact the game:

Roads and Highways


Construction and Usage:
  • Building Roads: Players could craft roads using materials like stone, wood, or metal. These roads would enable faster movement for characters and vehicles.
  • Highways: Larger and more advanced roads could be built between major settlements, possibly requiring a collaboration of resources from multiple players or factions.

Benefits:
  • Increased Speed: Players and wagons could travel much faster on roads, reducing travel time significantly.
  • Trade Routes: Designated trade routes could emerge, fostering economic activity and interactions between settlements.
  • Infrastructure Projects: Building and maintaining roads could become a communal effort, adding a layer of social cooperation to the game.

Bulk Transport


Wagons and Carts:
  • Wagon Mechanics: Introduce large wagons that can carry multiple items or resources. These wagons could follow predetermined paths (like in Factorio) to automate resource transportation.
  • Automated Routing: Players could set up routes for wagons to follow, delivering goods between specified locations automatically.

Benefits:
  • Efficiency: Automated wagons would free up players’ time, allowing them to focus on other aspects of the game.
  • Resource Management: Efficient transport of bulk goods could lead to more strategic resource management and planning.

Trade and Economy


Koins and Cash on Delivery (COD):
  • Koins: Players could mint their own currency (koins) to facilitate trade. This adds an economic dimension where players can buy and sell goods more easily.
  • Cash on Delivery (COD): A COD option allows for goods to be sent and payment to be received upon delivery. This could reduce the risk of scams and ensure trust in trade transactions.

Benefits:
  • Marketplaces: Establishment of centralized or decentralized marketplaces where players can trade goods using koins.
  • Economic Growth: A robust trade system could lead to a thriving in-game economy, with taxes adding another layer of complexity and realism.

Taxes


Implementation:
  • Taxation System: Introduce a tax system where players or factions can levy taxes on trade routes, road usage, or transactions.
  • Revenue for Infrastructure: Taxes collected could be used to maintain roads and highways or to fund communal projects.

Benefits:
  • Economic Balance: Taxes can prevent monopolies and ensure a fair distribution of wealth.
  • Community Projects: Funds collected from taxes can be reinvested into the community, fostering a sense of shared purpose and achievement.

Overall Impact


  • Enhanced Gameplay: The introduction of these features would make logistics and trade more dynamic and engaging.
  • Strategic Depth: Players would need to plan trade routes, manage resources, and navigate economic systems, adding layers of strategic depth.
  • Social Interaction: Collaborative projects and trade could increase social interaction and cooperation among players.

Integrating these ideas could significantly enrich the "Haven and Hearth" experience, making it more immersive and complex while enhancing community engagement and strategic gameplay.
Last bumped by terechgracz on Sun Sep 29, 2024 3:46 pm.
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