Make brick/block QL count for walls.

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

Make brick/block QL count for walls.

Postby Chakravanti » Tue Dec 01, 2009 8:30 am

What the title says.

For brick wall that means

QL 40 - 40 DR 8000 HP ~400 min STR to break
QL 90 - 60 DR 12kHP ~600min STR to break

Does this seem so unreasonable?
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: Make brick/block QL count for walls.

Postby Jackard » Tue Dec 01, 2009 8:42 am

this doesnt help anything
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Make brick/block QL count for walls.

Postby Chakravanti » Tue Dec 01, 2009 8:52 am

It doesn't fix all the warfare problems but those who wish to invest the extraordinary amount of resources it take would be significantly safer.

Doing so would also protect one from the murder alts that have become so easy to make with thanes rings now.

I'd say that'd help quite a few things (and people).

Personally I dont think brick walls are even worth building anymore. However, were this implemented I'd Throw 90+ down straight away.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: Make brick/block QL count for walls.

Postby Jackard » Tue Dec 01, 2009 9:20 am

its just moving the goalposts not fixing the problem
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Make brick/block QL count for walls.

Postby Chakravanti » Tue Dec 01, 2009 9:31 am

People have discussed MANY different methods for making increased viable saftey. THis si a reasonable measure that shouldn't be to difficult to implement because it works off already existing systems. It's kinda retarded they DONT actually given how pathetically weak they are.

Like I said. It isn't meant to be a suggestion to FIX combat, or warfare. There are OTHER threads detailing that. This is just something that seems intuitive to me.

I can see I probaly won't get too much support though because doing this is probably out of most other people's range.

Moreover that's really what the game IS about anyway. Just how much effort you're willing to invest into the safety and security of your claim. How much do you need it and how affordable is it for you? If you can afford it you probably need it. Hence, intuitive.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: Make brick/block QL count for walls.

Postby Avu » Tue Dec 01, 2009 10:31 am

While this will not fix the inherent problem of the combat system and the intrinsic advantage the attackers have it will help until such sweeping changes are made.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Make brick/block QL count for walls.

Postby Delamore » Tue Dec 01, 2009 12:14 pm

User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Make brick/block QL count for walls.

Postby warrri » Tue Dec 01, 2009 1:42 pm

Delamore wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=6&t=1093

I wasnt playing back then, but i guess it was too easy to bash walls so he fortified them, it was silent for a while. Now, with the recent changes(hq thanes, bearcape bearttooth, snuff, cheese) it got very easy again. Basically all the items have trippled their value since implementation of the quality system. If you seek to make a kill alt because you prolly wont use q10 thanes,bearcape,and talisman.

So why not just fortify them again, make them also tripple their value so its not hilariously easy to bash them, but still possible.

Of course, as chak said this doesnt fix the problem, there are ideas of fortresses and siege engines etc etc, but it would make recent events be less likely to occure and provide more security.

What it means for you? People will feel safe, invite friends, produce more precious stuff which you can then steal because you are still able to bash their walls (if you are).
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
User avatar
warrri
 
Posts: 1033
Joined: Fri Aug 28, 2009 5:55 pm

Re: Make brick/block QL count for walls.

Postby Haba » Tue Dec 01, 2009 2:26 pm

You should, however be able to remove walls from claimed area more easily than when destroying them. Removing a gate that you lost the key for is enough of a hindrance as it is.
User avatar
Haba
 
Posts: 666
Joined: Sun Nov 01, 2009 9:36 pm

Re: Make brick/block QL count for walls.

Postby humanalien » Tue Dec 01, 2009 3:18 pm

solution: a stronger wall (new type); a concrete wall for example or castle wall(made from boulder stones*).
a castle wall is stronger then a brick wall and a concrete wall should almost indestructable.
*boulder stones are large stones made from boulders. takes 4 inv spaces (like a bucket).
you can make 100 per boulder lets say.

concrete is obivious :p
User avatar
humanalien
 
Posts: 147
Joined: Fri Aug 28, 2009 8:42 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Meta [Bot] and 4 guests