Ranging vs Criminal Acts

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

Re: Ranging vs Criminal Acts

Postby Sarge » Sat Jan 29, 2011 7:09 pm

Avu wrote:
herefore, either the spotter is successful at all of the theft scents on that particular screen, or none until he can re-roll


Well that one encourages people to destroy every little shit they can see so they leave multiple vandalism scents and empty all your containers on the ground so they leave thieving scents so they will be harder to spot. No.


Potjeh wrote:Yeah, that part is just horrible. It should be easier to get away with a surgical strike than with looting and burning an entire village.


I agree 100% and that part buffed me when I wrote up the suggestion. What I really wanted to suggest is that every scent is allocated a value of:

Crim's Int * Stealt + random(fixed range)

I decided to write 'per scent type per crim' because I guessed that a value allocated to each scent and a check and cooldown flag allocated to each spotter per unsuccessful scent may be too resource intensive and may place strain on the 'system' (many more calc's, more lag?)... with my lack of knowledge of programming and hardware/software impacts & capabilities, I should rather have written it the way I felt it may work best and asked if it is feasible.

So I would like to alter that section then and ask for your comments on the alteration as well as the suggestion as a whole.

*Maybe impaler is onto something there (I get what you're saying thanks), but it specifically addresses my exact concerns about strain through incresed calculation, tagging & flagging... which again, I am not sufficiently qualified to realise the potential system impact.'

Maybe Loftar would be so kind as to grace us with his input?
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Re: Ranging vs Criminal Acts

Postby spectacle » Sat Jan 29, 2011 8:32 pm

Killface wrote:EDIT: Also, why can scents be placed into containers? So people without the investment in expl*perc can assist in tracking? Is that really the desired result?
Currently, I pick up a scent and find two containers to store copies in, then get a tracking copy and hunt it down with this. Or i make several containers, place a copy in each, and distribute them to friends who cant see the scent themselves and cant be bothered to reroll vs the stealth*int. I cant see this being the intended mechanic.

Some way of transfering scents to another player is rather important to have, currently the only way you can prove to a village leader that one of his villagers is a criminal is to give him scents so he can verify whose HF they point to. It's not like they would let a stranger inside the village just because he claims to be a ranger. Peaceful conflict resolution is hard enough as it is, nobody would even bother to try if the game mechanics didn't support it in this way.
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Re: Ranging vs Criminal Acts

Postby Sarge » Sat Jan 29, 2011 8:47 pm

spectacle wrote:
Killface wrote:EDIT: Also, why can scents be placed into containers? So people without the investment in expl*perc can assist in tracking? Is that really the desired result?
Currently, I pick up a scent and find two containers to store copies in, then get a tracking copy and hunt it down with this. Or i make several containers, place a copy in each, and distribute them to friends who cant see the scent themselves and cant be bothered to reroll vs the stealth*int. I cant see this being the intended mechanic.

Some way of transfering scents to another player is rather important to have, currently the only way you can prove to a village leader that one of his villagers is a criminal is to give him scents so he can verify whose HF they point to. It's not like they would let a stranger inside the village just because he claims to be a ranger. Peaceful conflict resolution is hard enough as it is, nobody would even bother to try if the game mechanics didn't support it in this way.


I disagree. It is because it is possible to give scents to a village leader to confirm that the method developed. Had it not existed, we would have found other ways to achieve the same result. I do not support a mechanic purely because it has enabled some other dynamic through its flaws. Make the machanic to work as intended and the then address requirements/necessities around that, not visa versa.
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Re: Ranging vs Criminal Acts

Postby Sarge » Mon Jan 31, 2011 8:28 pm

Seriously, no more thoughts from anyone? Tbh, I expected the more experienced players to jump at this thread... stealth is useless because of this and as for exploration, uselsss beyond arguably 60.
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Re: Ranging vs Criminal Acts

Postby marvi » Mon Jan 31, 2011 8:50 pm

Just don't forget that pointer size matters too: it's hard to track someone if you're getting half of the circle. And it's possible to get your stealth to the point when ranger without sufficient skill can't see any direction at all.
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Re: Ranging vs Criminal Acts

Postby cgbnab » Mon Jan 31, 2011 8:59 pm

Sarge wrote:4. Problem as it stands: Somewhere in the formula, likely in the random, it currently allows, that even in case of a very small chance for the spotter to have a successful roll, it is still highly likely through repeatedly entering and leaving the screen until he has a successful roll and the scents are visible. This obviously places the criminal, almost no matter how trained he is at his profession, at a serious disadvantage... too big a disadvantage imo, is the point.


Especially considering Per*Exp is needed for some of the most important things in the game and Stealth is used for absolutely nothing else.
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Re: Ranging vs Criminal Acts

Postby Sarge » Thu Oct 23, 2014 7:53 pm

Any rules against me necroing my own shit? ¦]

I was looking for something else and found this... I still like most of what I jotted down in the OP and believe it could add much value.
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Re: Ranging vs Criminal Acts

Postby TeckXKnight » Thu Oct 23, 2014 8:42 pm

Sarge wrote:Any rules against me necroing my own shit? ¦]

Technically but you're fine.
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Re: Ranging vs Criminal Acts

Postby Xcom » Sat Oct 25, 2014 1:52 am

This is a great idea. Easy to fix too and would give stealth a nice needed buff. Currently as it stands you need to have double the stealth of any ranger making it semi unreasonable. Its not as if stealth breaks anything by having it harder to track either.

One concerning thing is that if the criminal act is done on a known location its just a matter of time till someone with higher ranging is called to come over and pick up the scents. Its not anyone would dismiss attempting to track a murder or other types of vandal scent cause its a bit hard to try find a good ranger. By that I mean that the stealth mechanic could get a needed overhaul as in a slight buff to make stealthing a legitimate way to avoid getting hunted down. Something other then just giving the scent itself be visible by a dice role.
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Re: Ranging vs Criminal Acts

Postby factnfiction101 » Thu Nov 06, 2014 9:23 pm

spectacle wrote:
Killface wrote:EDIT: Also, why can scents be placed into containers? So people without the investment in expl*perc can assist in tracking? Is that really the desired result?
Currently, I pick up a scent and find two containers to store copies in, then get a tracking copy and hunt it down with this. Or i make several containers, place a copy in each, and distribute them to friends who cant see the scent themselves and cant be bothered to reroll vs the stealth*int. I cant see this being the intended mechanic.

Some way of transfering scents to another player is rather important to have, currently the only way you can prove to a village leader that one of his villagers is a criminal is to give him scents so he can verify whose HF they point to. It's not like they would let a stranger inside the village just because he claims to be a ranger. Peaceful conflict resolution is hard enough as it is, nobody would even bother to try if the game mechanics didn't support it in this way.

I agree.
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