Villages > Cities > Empires

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

Re: Villages > Cities > Empires

Postby Neyvn » Tue Oct 20, 2009 12:30 pm

I tried to get a friend of mine to play...

Fucking Runescape...

Really don't care for it, its basically a grind fest with no imagination. HnH on the other had is only a Grindfest in place of something better (we hope)...

Besides the Sandbox nature of HnH matches no other MMORPGs I have seen as of yet...
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Re: Villages > Cities > Empires

Postby kobnach » Tue Oct 20, 2009 10:16 pm

CG62 wrote:
Yolan wrote:I would also like to see:

3) large stone block walls + siege engines.

4) war. declare war on a village. peace must be reciprocal. no scents left when crimes committed by warring members against each other.

5) diplomatic options. OP's suggestions sound good. Defense pacts would also be good.


All of this, but for wars we'd either have to get a HUGE influx of members, or a smaller map.

Seriously, it's like, 30 people on during peak hours (or at least, when I get on), and we have 9+ supergrids? In order for organized warfare there'd need to be a catalyst, I.E. Land or resources. As of now, we have plenty of both.

Depending upon the flow of players, I am hoping for a smaller map next reset.


This war thing comes up regularly. As far as I'm concerned, if people want to fight each other, and all consent, I'm fine with them not leaving scents. But if wars can be declared unilaterally (as in real life) then they become just another tool for people who want to attack others who'd rather produce peacefully. They should leave scents in that case. Put another way, a war must be accepted to be valid for reducing any penalties due for attacking other players. And I personally would like a time delay in which peaceful members of a warring village can leave it - at the very least, leaving your village should make it criminal to attack you, even by those who are at war with your prior village. (Nice abuse here - leave the village after someone starts combat with you. But without that, what's a person to do who logs on unwittingly only to find their village is at war and under attack? Any ideas?)

Also, if the last map is any example, the result of a smaller map is _fewer players_. When things get too crowded and resources too few, some folks fight - but others get bored and frustrated and stop playing.
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Re: Villages > Cities > Empires

Postby CG62 » Wed Oct 21, 2009 4:58 am

kobnach wrote:This war thing comes up regularly. As far as I'm concerned, if people want to fight each other, and all consent, I'm fine with them not leaving scents. But if wars can be declared unilaterally (as in real life) then they become just another tool for people who want to attack others who'd rather produce peacefully. They should leave scents in that case. Put another way, a war must be accepted to be valid for reducing any penalties due for attacking other players. And I personally would like a time delay in which peaceful members of a warring village can leave it - at the very least, leaving your village should make it criminal to attack you, even by those who are at war with your prior village. (Nice abuse here - leave the village after someone starts combat with you. But without that, what's a person to do who logs on unwittingly only to find their village is at war and under attack? Any ideas?)

Also, if the last map is any example, the result of a smaller map is _fewer players_. When things get too crowded and resources too few, some folks fight - but others get bored and frustrated and stop playing.



I actually found the last map to be more interesting. Of course I played on it for all of a week and just kinda raided abandoned farms and such for supplies.



As for the war/griefing topic, any significant attack upon a village or town worth attacking would probably be noticeable by the citizens of the hearthland. It would rest upon the community to be responsible enough to perhaps form some sort of war-laws board, which would prosecute those who abused the warfare system (If not, something uber-arbitrary would be required. Don'tcha just love these irresponsible bastards?).

I vote that J&L Head the war-laws board, and that they strike down the mightiest of the griefers, whilst leaving the others for us to deal with.
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Re: Villages > Cities > Empires

Postby maltmaker » Tue Feb 09, 2010 5:58 am

so what exactly are the plans for Cities and kingdoms and maby even empires? are there any? i rember a while ago reading that there were but i am curious as to what loftar and jorb plan for this?
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Re: Villages > Cities > Empires

Postby JustasJ » Tue Feb 09, 2010 8:17 am

Why not make Sumerian type of cities instead? If a village grows larger than a set number of people, it simply becomes a city. Other kind of requirements could be amount of stone or brick buildings in the area surrounding the city or once a village emerges, an area surrounding it becomes it's territory. If you wall those borders with palisades or brick walls where that is possible, you can declare a village a city since an important attribute of a city is it's walls. Another way of a village becoming a city could be building a temple within village territory. Every villager of that city could aid building a temple and it should not be built on claimed land. Sacrificing captured or hunted animals for lp in the temple should be enough to make it useful. I guess.
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Re: Villages > Cities > Kingdoms

Postby Bigfish » Sun Feb 21, 2010 2:45 am

Villages/cities and borders
Jackard wrote: Source
contested authority objects definitely sounds better. its too bad they dont cover more space though, so you could have territories and shifting borders

Morgant wrote: This sounds pretty good, actually. Contested borders. Would work even better if things worked on a larger scale, for instance, villages band together to form a "Nation" which projects it's own border, with which towns In that nation can't be built outside of that border, if you want to add a town to your nation that's just a little too far from the border, you would need to add some sort of outpost, or assimilate another town within that area to increase your range. Benefits for being in a nation, besides the obvious ones, could be cheaper teleport back and forth between the towns of a nation using signposts, or something similar. This whole thing reminds me of Rise of Nations.
Also, thought it should go without saying, all opinions and all just putting thoughts out there.


That a pretty cool idea. Maybe village influence could be splitt in some kind of "inner influence" (= system currently used) and "outer influence". "Outer influence" has much larger influence radius it affects(size of local/regional maps). Everyone can still act in that zone like there was no influence at all, but villages can build sentry towers. These tower yield a big zone of "outer influence" and can be used by the members as some kind of crossroad system (with heavily reduced costs of travel weariness of course :) ). Rival towers can either be captured or destroyed.
Reminds me of "Settler 3/Siedler 3" :roll:
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Last edited by Bigfish on Sun Feb 21, 2010 4:21 pm, edited 1 time in total.
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Re: Villages > Cities > Empires

Postby ViciousGamer04 » Sun Feb 21, 2010 7:35 am

Sounds like a pretty decent idea but it needs a lot more detail added to it. :D
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