Castle idea

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

Castle idea

Postby dackT-E » Fri Jul 26, 2013 4:51 pm

So i was thinking about this idea about a week ago and wanted to share it with you guys
ok yes i know this wont hit everyones area but i just wanna suggest it

castle building (the skill allowing these buildings) requires stone working, hearth magic & cartography

The New buildings:

The Castle
lawspeaking & castle building
tiles needed 36*36
resouces required: stones 1200, 600 boards, 10 steel, 40 hard metals, & 20 dreams
other requirements: 36*36 pave area

The tower
skills required: Mansonry, yeomanry, castle building
resources: 600 stone, 30 bricks, 20 iron 50 boards
tiles needed 6*6
4 levels/stories high
other requirements: 6*6 paved area
notes: top layer is open air, possible to shoot at the bottom and vis versa

The Dungeon

Skills Requied: Murder, Lawspeaking, castle building
resources: stones 300, 4 iron, pickaxe
requirements tower/ castle
notes: you gain a key when fully built, works the same way as a cellar (dig it out),
is more like a corridor that leads to other rooms with 2-3 layers like real dungeons

well thats it for now.
A day without sunshine is like, you know, night.
-Steve Martin
User avatar
dackT-E
 
Posts: 224
Joined: Wed Sep 21, 2011 7:39 pm

Re: Castle idea

Postby TeckXKnight » Fri Jul 26, 2013 5:03 pm

While I'm always in favor of new, interesting constructions, I don't think that these structures fully mesh with the setting. Though I do like the idea of a dungeon like structure that could perhaps be an alternative to the cellar; though you should only be able to build one of the two types in any given structure.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Castle idea

Postby dvsfx92 » Fri Jul 26, 2013 5:08 pm

I like it although with the introduction to a castle the should also bring in more siege engines like ballistas or trebuchet but instead of utilizing strength to operate they can use MMS seeing as they are ranged weaponry, and this dungeon 0.0 I would hope to see more utility in the area then just a place to store more items seeing as you made it require the murder skill maybe killing someone in a dungeon would leave no scents?
dvsfx92
 
Posts: 48
Joined: Tue Jul 16, 2013 9:45 am

Re: Castle idea

Postby dackT-E » Fri Jul 26, 2013 5:27 pm

dvsfx92 wrote:I like it although with the introduction to a castle the should also bring in more siege engines like ballistas or trebuchet but instead of utilizing strength to operate they can use MMS seeing as they are ranged weaponry, and this dungeon 0.0 I would hope to see more utility in the area then just a place to store more items seeing as you made it require the murder skill maybe killing someone in a dungeon would leave no scents?
the only problem with adding balistas is any village raid would use these powerful weapons

TeckXKnight wrote:While I'm always in favor of new, interesting constructions, I don't think that these structures fully mesh with the setting. Though I do like the idea of a dungeon like structure that could perhaps be an alternative to the cellar; though you should only be able to build one of the two types in any given structure.

yeah it would be odd to have a dungeon and cellar in 1 building
i also think (to be anal and whatnot) dungeons should have stair cases not hatches
A day without sunshine is like, you know, night.
-Steve Martin
User avatar
dackT-E
 
Posts: 224
Joined: Wed Sep 21, 2011 7:39 pm

Re: Castle idea

Postby AnnaC » Fri Jul 26, 2013 6:30 pm

1. The Castle
First off, a castle is not a singular structure but a series of specialized structures working for a common purpose. In-game, depending on how a settlement is designed, could be castles existing already. The main difference is aesthetics, with brick walls not really fitting that style (only other real thing would be towers; but height and elevation isn't a gameplay mechanic anyway).

I think limiting the idea of a castle to a singular structure that is essentially an oversized house, does a disservice to both the concept of castles, and to the gameplay mechanics of defensive settlement design.

2. The Tower
As I mentioned, since the game really doesn't have any mechanic for elevation, this idea isn't feasible. As it is it'd just be another multi-level oversized house.


3. The Dungeon
I like this idea, as long as there is a way to limit the amount of expansion so there isn't infinitely nested underground rooms.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
User avatar
AnnaC
 
Posts: 853
Joined: Wed Jun 23, 2010 6:15 pm

Re: Castle idea

Postby dvsfx92 » Fri Jul 26, 2013 7:39 pm

the only problem with adding balistas is any village raid would use these powerful weapons

How is that different from reallife? As the saying goes you dont bring a knife to a gun fight. But in-games its all about balance and I can think of several ways off the top of my head to balance its power out in terms of cost of production. Ex: time to construct&req materials/needs to be loaded with ammunition/cost to use -stamina and difficulty of use (shots must be aimed) take into account these and im certain it can be implemented with balance into the game and when in doubt bring out the nerf gun
dvsfx92
 
Posts: 48
Joined: Tue Jul 16, 2013 9:45 am

Re: Castle idea

Postby Sikelh » Sat Jul 27, 2013 7:49 am

Castle? I think you misspelled keep my good sir.
"I have no idea who
you are, but I
thank you for
arousing me."
User avatar
Sikelh
 
Posts: 60
Joined: Sat Jul 13, 2013 6:30 am

Re: Castle idea

Postby borka » Sun Jul 28, 2013 4:14 am

GRR Martin wrote:Winterfell is a huge castle complex
:P

A Clash of Kings, Chapter 50, Theon.
Avatar by SacreDoom
Java 8 - manually downloads - good to check for actual versions url here:
viewtopic.php?f=42&t=40331
Remember what the dormouse said: Feed your head Feed your head
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: Castle idea

Postby krikke93 » Sun Jul 28, 2013 4:15 am

borka wrote:
Theon wrote:Winterfell is a huge castle complex
:P

A Clash of Kings, Chapter 50, Theon.

phew, I thought you were locking again.
lol jk

to keep it on-topic: I love new buildings, HnH has too few IMO. So I totally support this :)
Hope you have a great day
User avatar
krikke93
 
Posts: 3311
Joined: Tue Nov 02, 2010 7:23 pm
Location: Belgium

Re: Castle idea

Postby borka » Sun Jul 28, 2013 4:18 am

well Krikke a short search would show that all had been there before too ... ;)
Avatar by SacreDoom
Java 8 - manually downloads - good to check for actual versions url here:
viewtopic.php?f=42&t=40331
Remember what the dormouse said: Feed your head Feed your head
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 1 guest