Ice/Snow+

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

Re: Ice/Snow+

Postby Zirikana » Wed Oct 13, 2010 2:27 am

Well, I should say my apologies for contributing to a slight derailment of the thread. My suggestions for climate layouts were only meant as posibilites, and the "arbitrary and limiting"-ness was actually fully intentional. Having a smattering of frozen tundras randomly distributed across the map willy nilly, as if "frozen bits" were just treated the same way as "swamp" or "grassland" seems even more "arbitrary" to me than a global-level scheme would be. If map size is the issue, then there's really no way around that other than scrapping the biome idea altogether, or making the map 10 or 20 or more SGs wide. :?


Regardless of how the climate regions are dealt with, the idea of using ice itself as a material for food storage and transport is kinda neat. Is food decay a looming possibility over all? Or are you just suggesting it for a new group of "tundra" based frozen foods?
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Re: Ice/Snow+

Postby Jackard » Wed Oct 13, 2010 2:41 am

Zirikana wrote:My suggestions for climate layouts were only meant as posibilites, and the "arbitrary and limiting"-ness was actually fully intentional. Having a smattering of frozen tundras randomly distributed across the map willy nilly, as if "frozen bits" were just treated the same way as "swamp" or "grassland" seems even more "arbitrary" to me than a global-level scheme would be.

Exploration is less exciting when you know what you'll find.
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Re: Ice/Snow+

Postby Zirikana » Wed Oct 13, 2010 2:47 am

Jackard wrote:Exploration is less exciting when you know what you'll find.


That's true. Maybe the distribution of players in resources would break up the monotony of a polar ice-cap, but maybe not. Having various types of cold region would be nice in general. Flat, treeless expanses next to densely forested regions, kinda like "grassland" and "forest" are normally. (What's a good polar equivalent to a swamp?)
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Re: Ice/Snow+

Postby sabinati » Wed Oct 13, 2010 2:49 am

a snow capped mountain
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Re: Ice/Snow+

Postby jorb » Wed Oct 13, 2010 8:51 am

While straight up polar regions isn't really something I'd care to have in the game, I would definitely not mind areas of "ambient" cold. Seasons I definitely want. Treating ice as a resource would be really cool, no pun intended.
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Re: Ice/Snow+

Postby Chakravanti » Wed Oct 13, 2010 2:43 pm

That's more or less what I had thought the plan was. Cold climates terrain, seasons and 'weather'...
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!
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Re: Ice/Snow+

Postby Zirikana » Wed Oct 13, 2010 5:49 pm

I'm curious what the proposed length of a "season" would be? Like, a week in real time? Two weeks? Two days?
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Re: Ice/Snow+

Postby sabinati » Wed Oct 13, 2010 5:53 pm

1 month
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Re: Ice/Snow+

Postby Chakravanti » Wed Oct 13, 2010 8:50 pm

yup, game time is 3x faster than real time...give or take conceptually...
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!
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Re: Ice/Snow+

Postby Nonsapient » Sun Oct 17, 2010 2:11 am

Polar regions could be neat if they had a limit in the frigidity, and unique crops/animals/scavengables. Reindeer (the only domesticated deer species) come to mind.


I personally like a version of the idea that encourages localized resource types, so that creating a village is less based on finding the perfect spot with access to Q90 water, clay, soil and more based on a decision of what you will be specializing in.


Edit:this IS based on a Slavogermanic world right? Ice/snow etc should be present at least somewhere, and a measure (though not a rule) of predictability to their layout would be nice.
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