Roads and Such

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

Re: Roads and Such

Postby Delamore » Thu Aug 13, 2009 11:02 pm

Erik_the_Blue wrote:(emphasis added) Loftar, at least, has considered tile decay, so there's always the chance he'll figure out a way to make it work eventually. While somewhat tangential, it'd be interesting to have natural path creation as well, though it'd make it easier to place stone roads should my idea be implemented.

The problem is that any type of decay system would basically require adding an extra byte of storage, and in a world as large as Loftar has planned this is a HUGE amount of extra data to process.
It would be much more interesting if roads had different types as someone said, so roads could be improved to newer types.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Roads and Such

Postby Junkfist2 » Thu Aug 13, 2009 11:05 pm

briiiiiiiiick.
User avatar
Junkfist2
 
Posts: 138
Joined: Mon Jul 13, 2009 12:34 am

Re: Roads and Such

Postby PhaedrothSP » Thu Aug 13, 2009 11:07 pm

So would it go like..

Cleared path(Just dirt) > Cobblestones(our basic stone laying like we have now) > ..Pavement?
User avatar
PhaedrothSP
 
Posts: 544
Joined: Sat Aug 01, 2009 6:07 am

Re: Roads and Such

Postby Erik_the_Blue » Thu Aug 13, 2009 11:35 pm

As I said, *eventually*, even if that means years from now when hardware becomes cheaper and the matter becomes trivial. Better to have thought about it than not.

Again, what's the point to having more than two kinds of road if they don't do anything different from our current roads? There either needs to be a new function added, or the speed "bar" needs finer gradations.
User avatar
Erik_the_Blue
 
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Roads and Such

Postby KoE » Thu Aug 13, 2009 11:41 pm

Well, with the implementation of new vehicles, we may have stuff that moves constantly at sprint speeds, perhaps even something that's faster. (Not being particularly historically minded, I can't say what that might be in either case.) Restricting such a thing to slower movement on 'cobblestone' (the current type) roads seems reasonable, and requiring a more expensive type of road to get the full potential seems reasonable to me.

EDIT:

Meant to say that'd keep from needing any more speed gradations to on-foot movement while adding some value.
User avatar
KoE
 
Posts: 536
Joined: Fri Jun 12, 2009 5:01 am

Re: Roads and Such

Postby Erik_the_Blue » Thu Aug 13, 2009 11:48 pm

If it moves at sprint speed or faster, it shouldn't have the same stamina drain as normal sprinting otherwise it wouldn't be very useful (without tea, at least). I suppose this is where animal driven vehicles come into play. Thank you for posting an idea that isn't purely cosmetic.
User avatar
Erik_the_Blue
 
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Roads and Such

Postby Yolan » Fri Aug 14, 2009 5:25 am

Hmm. Actually, I don't think it is necessary to give stone road tiles a value to measure as they slowly decay. Each square is hit by the randomising kajigger every week or two IRL? Just make it so that when it hits, it has a random % chance of turning the square back to mud, or not. Whatever % you choose, that will determine how quickly roads degrade. No extra information needs to be stored.
User avatar
Yolan
 
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: Roads and Such

Postby theTrav » Fri Aug 14, 2009 7:59 am

I'm a fan of making roads more difficult, and of making tera forming in general more difficult.
Clay should have to come from CLAY PITS ONLY, although it should still be possible to dig up grass to make dirt and grass should re-grow over dirt fairly rapidly (depending on soil composition and local climate, which loftar is OBVIOUSLY going to have to implement).
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Roads and Such

Postby Erik_the_Blue » Fri Aug 14, 2009 9:32 am

Yolan's idea seems nice. Make it so that certain primary levels of road have a low chance to decay while a number of intermediate levels have a high chance to decay. The higher the primary level, the more intermediate levels to be overcome. Thus a certain amount of continual work would be necessary to overcome the decay of the intermediary levels and arrive at a primary level. Someone casually building a road would probably never get to the second primary level, while a sizeable work force could get sections of road to a higher primary level before the road decays away. This wouldn't stop individuals from making small sections of high level road, but the low chance of decay would keep them from making any significant roadway. Reaching a new primary level would confer an additional speed bonus, so this could be combined with the animal-drawn carts idea from KoE.
User avatar
Erik_the_Blue
 
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Roads and Such

Postby Jackard » Fri Aug 14, 2009 9:36 am

Instead of providing a greater speed boost, a higher-level road could be resistant to yolan's irritating but possibly needed weekly/monthly decay-cleaner.
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 3 guests