Trees expanded

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

Re: Trees expanded

Postby Morgant » Fri Feb 05, 2010 8:40 pm

Going to take a page from Ultima Online and say that different kinds of wood used in crafting also affect their coloration, to allow for individual styles. For instance, darker barrels, lighter barrels, etc. Which has a whole score of applications for organization. IE: The Dark red barrels hold honey, The Tan barrels hold Beer, and the Brown ones hold water. As for Jorb and his sprite making, he wouldn't have to redraw anything, just change the hue of the sprite already in place, and done. A simple suggestion, but it might be nice.
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Re: Trees expanded

Postby Cookie » Fri Feb 05, 2010 9:25 pm

If different types of trees produce different types of wood, I'd like to see some difference in the construction options possible. That is, if you live in a fir forest you will naturally end up building a different sort of shelter than if you live in a willow thicket, and again if you live in an oak forest yet another type of building will be available to you. But so long as you can access some type of tree the option to build a house of some type will be available. And of course if you want an oak longhouse instead of a fir log cabin, it's up to you to import the oak logs to your fir forest.

This also applies to boats: willow + hides = corracle: Oak log + fire = dugout canoe, Birch bark + willow = birchbark canoe. Cedar trees make more durable boats and docks than any other wood since they rot more slowly.

And while we are at it, I'd like to see a carpenter's options increased from sawing planks to creating planks using wedges and a hammer to make split wood. Split wood is much more durable than sawn wood - it should create better q items than the planks and blocks do
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Re: Trees expanded

Postby Alamarian » Sun Feb 07, 2010 12:27 am

Cookie wrote:And while we are at it, I'd like to see a carpenter's options increased from sawing planks to creating planks using wedges and a hammer to make split wood. Split wood is much more durable than sawn wood - it should create better q items than the planks and blocks do


Why would anyone ever use sawn wood again? Even if you reduce the output of splitting wood versus sawing, players would just plant more trees and split wood.
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Re: Trees expanded

Postby Avu » Sun Feb 07, 2010 1:01 am

Only if they care about quality. For repairs it would be great to get lots of cheap boards.
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Re: Trees expanded

Postby niltrias » Sun Feb 07, 2010 3:54 am

Axehilt wrote:As long as there aren't a whole lot of recipes that call for a specific type of lumber, I agree with all of this.

Also might make sense to have certain things grow better/worse in certain climates (ie certain types of land.) So you may bring that exotic tree type back to your home, but there's no gaurantee it'll grow well.


I wouldnt like to see recipes calling for a certain type of lumber, but I would like to see objects with lumber bias...
So for example, if barrels had a bias toward oak and against fir, then you could build the barrel out of any lumber but the results would look something like this:
q100 oak boards ->q150 barrel
q100 fir boards -> q50 barrel
q100 maple boards -> q100 barrel.

Im not actually suggesting those particular numbers, just using them to give a clear example of what I mean.
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Re: Trees expanded

Postby Winterbrass » Sun Feb 07, 2010 4:34 am

I don't think that the type of wood used in a barrel should particularly affect the quality of the barrel unless the wood itself is specifically bad for that purpose. I'd rather see it impact what was stored in the barrels. For example, whiskey stored in a variety of different types of barrels would have a higher QL after being stored in barrels made out of certain types of woods than other woods, even if all of the barrels had the same QL.
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Re: Trees expanded

Postby sabinati » Sun Feb 07, 2010 5:35 am

niltrias wrote:
Axehilt wrote:As long as there aren't a whole lot of recipes that call for a specific type of lumber, I agree with all of this.

Also might make sense to have certain things grow better/worse in certain climates (ie certain types of land.) So you may bring that exotic tree type back to your home, but there's no gaurantee it'll grow well.


I wouldnt like to see recipes calling for a certain type of lumber, but I would like to see objects with lumber bias...
So for example, if barrels had a bias toward oak and against fir, then you could build the barrel out of any lumber but the results would look something like this:
q100 oak boards ->q150 barrel
q100 fir boards -> q50 barrel
q100 maple boards -> q100 barrel.

Im not actually suggesting those particular numbers, just using them to give a clear example of what I mean.


agreed. this should be applied across the board for q, really. stone axe should yield a lower q butcher/skin q than some kind of metal tool. "it could be argued", i suppose.

Winterbrass wrote:I don't think that the type of wood used in a barrel should particularly affect the quality of the barrel unless the wood itself is specifically bad for that purpose. I'd rather see it impact what was stored in the barrels. For example, whiskey stored in a variety of different types of barrels would have a higher QL after being stored in barrels made out of certain types of woods than other woods, even if all of the barrels had the same QL.


well... oak is superior for most cases here. wine, beer, whiskey, etc. all benefit from oak, so just improving the barrel q should suffice
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Re: Trees expanded

Postby Alamarian » Sun Feb 07, 2010 5:52 am

Avu wrote:Only if they care about quality. For repairs it would be great to get lots of cheap boards.


Sure, for repairs sawing would be worthwhile but split wood, as suggested, is just sawed wood but better. It's not like quality is some minor side stat.
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Re: Trees expanded

Postby Cookie » Sun Feb 07, 2010 7:19 am

Split wood however is more tricky to make than sawn wood.... Sawn wood can be done by machine or unskilled labour.

So I guess split wood could be almost the same as sawn wood, but with a slightly different skill modifier. That way if your carpentry skill is 10 and you saw the wood you get q10 boards, but if you split it you get q2. Whereas if your carpentry is 50 and you saw the wood you get something less than you would with the splitting.

I think the splitting takes longer too, since you actually have to look at the grain of the wood and the knots in it, and place and replace the wedges as you work. This would make it more a matter for serious craftspeople and less for someone throwing together a boat in a hurry who would otherwise pick the higher lp option by default.
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