on the removal of hearth vaults

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

on the removal of hearth vaults

Postby bitza » Wed Sep 07, 2011 10:55 pm

in order to remove the situation of "brickwalled village idol" vaults, has anyone ever suggested the idea of a cooldown on taking a second oath of allegiance? seems to me that this would alleviate most of this type situation "oh, well, they broke into that vault, time to oath over to the next one, only 3 more days until murder scents expire"

i suppose a side effect of this would be more difficulty in being able to hop over to your mine, clay spot, trade partner, etc without using a crossroads or travel weariness.
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Re: on the removal of hearth vaults

Postby Patchouli_Knowledge » Wed Sep 07, 2011 11:42 pm

Considering the amount of time it takes to siege a hearthvault would be a minium of 1 day under ideal but rare situation, you would have to raise the cooldown to over twice that since someone can be have their hearthfire at one vault but be oathed to another village, and have a free oath available to hop away again resulting in 3 different hearthvaults that needs to be assaulted. This does not deal with the fact that hearthvault can be virtually impenetrable or those hearthvaults that take multiple days to reach the house.
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Re: on the removal of hearth vaults

Postby bmjclark » Wed Sep 07, 2011 11:53 pm

I don't know about a cooldown on oath of allegiance..perhaps locking HFs when theres a ram on ur village claim or something like that (or having a different structure to cause this). Though it doesn't really solve the fact that hearth vaults are pretty much impenetrable (as stated above).
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Re: on the removal of hearth vaults

Postby Potjeh » Thu Sep 08, 2011 6:22 am

You could still use crossroads to switch between vaults, just take down the connection after you're done moving.
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Re: on the removal of hearth vaults

Postby ramones » Fri Sep 09, 2011 6:28 am

Not to mention that cooldown on oath would screw up trading business.
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Re: on the removal of hearth vaults

Postby Jeebus » Sat Sep 10, 2011 9:58 pm

Some of my ideas to defeat HV's would be that one could not build ANYTHING within a 7x7 square around the idol (Tiles can still be plowed/paved), hampering HV design somewhat, although this first idea is weak. It may be cheap, but it might allow wall jumpers to get in.

The next idea is a bit better, and defeats small vaults: Attackers that can get within 50 squares of the idol can erect a special "Invader's Tunnel," a structure that acts like a crossroad that links up to any village idol within 50 squares, and demolishes structures inside if necessary to make the exit point. It would require materials like a minehole, but slightly less. It would require six continuous hours to build, though, and uses 50% weariness to travel each way.

The third option to beating vaults I have would be a siege item I'd call the "Roadblocker" (Name subject to change. May just call a "Siege Tower"). It would be a tower-like siege device that could be pushed in place outside a wall, and would have an AoE 50% larger than a beehive. It's function; it disables ALL teleportation in it's effect radius. Heart fires and crossroads would cease to work in the AoE. It would keep vault dwellers from porting out (They can still port in... Heh heh), but the flip side is you couldn't port out either while in the area of effect. Surround a vault and you could make a killer's vault their prison. However, it probably wouldn't screw over big legit cities too bad since villagers inside could flee to the city center and port from there.
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Re: on the removal of hearth vaults

Postby Neptjunoue » Sun Sep 11, 2011 2:50 am

Some of my ideas to defeat HV's would be that one could not build ANYTHING within a 7x7 square around the idol (Tiles can still be plowed/paved), hampering HV design somewhat, although this first idea is weak. It may be cheap, but it might allow wall jumpers to get in.


Attackers shouldn't have to wall-jump to kill the perpetrators. Hearthvault designs are tiny and will only hamper some locations for one. Wall jump can still be prevented by dropping liftables such as cellar boulders to fill the interior of the vault.

The next idea is a bit better, and defeats small vaults: Attackers that can get within 50 squares of the idol can erect a special "Invader's Tunnel," a structure that acts like a crossroad that links up to any village idol within 50 squares, and demolishes structures inside if necessary to make the exit point. It would require materials like a minehole, but slightly less. It would require six continuous hours to build, though, and uses 50% weariness to travel each way.


This is going to destroy small villages and many village layout, aka a huge majority of the villages in the game. Even large villages isn't going to be happy with this change. Beside that, 50 tiles is a huge distant to have walls be useless.

The third option to beating vaults I have would be a siege item I'd call the "Roadblocker" (Name subject to change. May just call a "Siege Tower"). It would be a tower-like siege device that could be pushed in place outside a wall, and would have an AoE 50% larger than a beehive. It's function; it disables ALL teleportation in it's effect radius. Heart fires and crossroads would cease to work in the AoE. It would keep vault dwellers from porting out (They can still port in... Heh heh), but the flip side is you couldn't port out either while in the area of effect. Surround a vault and you could make a killer's vault their prison. However, it probably wouldn't screw over big legit cities too bad since villagers inside could flee to the city center and port from there.


Gates render this ineffective against hearthvaults and that is just only one way to counter against it. What about village idol? It is theoretically easy for some joker to go around the world and build blockers all over the world and paralyze teleportation to many people.
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Re: on the removal of hearth vaults

Postby Potjeh » Sun Sep 11, 2011 8:28 am

Make it possible to summon people at their idol and idol-less people anywhere (ie replace hearth with idol).
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Re: on the removal of hearth vaults

Postby Procne » Sun Sep 11, 2011 11:12 pm

Or just make HFs buildable only on the surface, outdoors :D
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Re: on the removal of hearth vaults

Postby FatBob » Sun Sep 11, 2011 11:13 pm

Procne wrote:Or just make HFs buildable only on the surface, outdoors :D

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