Make skill values like FEPs

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

Make skill values like FEPs

Postby overtyped » Mon Nov 15, 2010 9:58 am

My idea is that you make skills the same as feps in a similar way if you spend say 200 to up one, to up any of the others its 260 say making it 30% more lp to up another skill but different from feps you will be unable to level up all of the skills together- easily this will make village roles much more necessary for making better quality goods but still making it possible for loners to be a "jack of all trades" but this would make people actually WANT to be apart of a village. People will only effectively be able to level up a couple skills before "diminishing skills" come into play, making village roles more prominent. Like in a real community you have doctors and farmers, a doctor shouldnt be able to do their role as well as a farmer and vice versa.


Another idea is add an age to animals in captivity that after a period of time they will not be breedable but will not die unless slaughtered so people that are not online for a long time wont find all their livestock dead and that certain animals thrive better in the type of area they are found in. To make trade happen, different animals should not gain quality out of their natural type of "element" they are found in and their born are 5% degraded from what the mother and father were, so after 20 born they will be weaker and with a low quality and eventually unbreedable making Bringing sheep far from where they are found to an area where they dont normally belong would indeed give worthwhile feps making people want them but also not being able to upkeep them forever makes trade happen! perhaps a icon by the minimap showing the type of condition you are in *be it hot or cold dry or humid" will be the factors for which different animals will be able to gain quality in.

another idea is to make seedbags 3 times larger and certain plants will not produce seeds unless they are in the right kind of conditions, Make wheat available everywhere though because of their many uses but perhaps the village wants tobacco but it wont grow in their region, they will travel to another village and request it for something else like i was saying previously right now every single village has everything they'll ever need so they arent needing to trade.




I spent alot of time and thought to these ideas please give me the same to yours.
Last edited by overtyped on Mon Nov 15, 2010 7:22 pm, edited 2 times in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
User avatar
overtyped
 
Posts: 3906
Joined: Tue Sep 28, 2010 2:09 am
Location: Quaran book burning festival

Re: An idea for a better Haven

Postby Lahrmid » Mon Nov 15, 2010 12:12 pm

I don't think this would make people "WANT" to be part of a village, I think this would FORCE people to become part of a village.

Respect for the hermits, 'Nuff said.
User avatar
Lahrmid
 
Posts: 609
Joined: Sat Mar 27, 2010 12:00 pm

Re: An idea for a better Haven

Postby Lusewing » Mon Nov 15, 2010 12:57 pm

Sheep, cows and pigs are all animals that are able to adapt and deal with different living conditions - sheep in particular can live just about anywhere but really hot environments and as we do not have any of that type of terrain it seems rather a moot point :|. I am not sure what you are trying to do with your animal suggestion after all we already have terrain that can be eaten from if you do not provide them with food (Grassland, heath..) and so long as you keep their troughs topped up I cannot see why they would take any sort of damage to their Q...Have you been playing zoo tycoon recently?
User avatar
Lusewing
 
Posts: 309
Joined: Mon Aug 23, 2010 2:29 pm

Re: An idea for a better Haven

Postby Turtleshot » Mon Nov 15, 2010 1:04 pm

Image
User avatar
Turtleshot
 
Posts: 174
Joined: Tue Mar 30, 2010 4:27 am

Re: An idea for a better Haven

Postby TrooPeRZz » Mon Nov 15, 2010 1:22 pm

Turtleshot wrote:Image
User avatar
TrooPeRZz
 
Posts: 326
Joined: Tue Mar 23, 2010 9:01 pm

Re: An idea for a better Haven

Postby DigDog » Mon Nov 15, 2010 1:42 pm

More complexity doesn't equal more fun in most cases. This case is one of them.
burgingham wrote:You call that beer?
User avatar
DigDog
 
Posts: 711
Joined: Mon Jul 19, 2010 1:52 am
Location: Germany

Re: Make skill values like FEPs

Postby Jackard » Mon Nov 15, 2010 5:41 pm

overtyped wrote:Another idea is add an age to animals in captivity that after a period of time they will not be breedable but will not die unless slaughtered so people that are not online for a long time wont find all their livestock dead and that certain animals thrive better in the type of area they are found in. To make trade happen, different animals should not gain quality out of their natural type of "element" they are found in and their born are 5% degraded from what the mother and father were, so after 20 born they will be weaker and with a low quality and eventually unbreedable making Bringing sheep far from where they are found to an area where they dont normally belong would indeed give worthwhile feps making people want them but also not being able to upkeep them forever makes trade happen! perhaps a icon by the minimap showing the type of condition you are in *be it hot or cold dry or humid" will be the factors for which different animals will be able to gain quality in.

lol animal decay
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Make skill values like FEPs

Postby Potjeh » Mon Nov 15, 2010 5:59 pm

Needs more hoof & mouth.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Make skill values like FEPs

Postby Phizuol » Mon Nov 15, 2010 6:03 pm

Add cryogenic freezing so when you go on vacation you can put your animals in the freezer and they won't die from starvation. Heeeeell YEAH! When you thaw them out though they shouldn't be able to see for a while, so if you're a princess or a bounty hunter they won't know the difference.
User avatar
Phizuol
 
Posts: 435
Joined: Thu Sep 09, 2010 6:26 pm
Location: Florida

Re: Make skill values like FEPs

Postby Jackard » Mon Nov 15, 2010 6:14 pm

Phizuol wrote:Add cryogenic freezing so when you go on vacation you can put your animals in the freezer and they won't die from starvation. Heeeeell YEAH! When you thaw them out though they shouldn't be able to see for a while, so if you're a princess or a bounty hunter they won't know the difference.

are you an advocate of human-animal relations
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Meta [Bot] and 2 guests