Make wall strength direction based.

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

Re: Make wall strength direction based.

Postby Chakravanti » Sat Jan 02, 2010 6:30 am

Onionfighter wrote:Another way to have varrying wall strength would be to have walls supported at both ends have 100% soak, walls supported at one end have 50% soak, and unsupported walls could have 25% soak.

I like this. Combined with Jackard's suggestion about graphical merging walls. And add to these to say that walls can be 'supported' from more than one side, and that those sides, once merged lose percentile based on the number of sides that have been destroyed. Also, would be nice to see 'broken' wall graphics.

So, for example, Lets say I plow straight down the middle of the WV fort. After breaking the initial corner post each subsequent tile would lose %25 of it's support.

Whereas If I came at it from either of the sides it would lose a third.

Now then, If I break a hole in the palisades on my claim and start chucking away at it so I can replace it with some brick, then it would lose %50.

This reflects the extra support given to people who build thicker walls. It also makes it easier for people to destroy their own pallisades when they want to replace them with brick.

I still say, make Ql count, or as Delamore says, you're just debuffing an already shitty piece of cardboard defense.

Driveling off topic:
Furthermore, one might also cconsider being able to buff walls further by improving upon them vertically. THis would increase HP and DR (Though it should be scaled and capped). THe second layer could add half it's value to the wall, and a third, %25. So a two high Q10 wall would give 30Dr and a three high would give 35.

At Q40, that's 60 & 70 respectively and 90/115 for Q90.

Now, as it was point out in the original thread this would just make str grinding Ridiculous and further show the margin of Character development. I agre that this mod would suck balls if implemented as such. I would think that these sorts of things would have to be added in conjunction with Siege engines of some kind. Scaling mechanics that would also allow a properly equipped player to climb walls and cliffs.

As it stands I don't think siege engines and this setup are really all that viable in the current incarnation of the game. Still I would like to see warfare reflect the procuring processing and expenditure of resources but do so in such a way that makes it expensive. I'll stop now before I start suggesting banestones. :lol:
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Re: bad ideas

Postby Jackard » Sat Jan 02, 2010 6:50 am

:|
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Re: Make wall strength direction based.

Postby HoldYourFire » Tue Jan 05, 2010 7:33 pm

Could someone describe to me what's special about the WV bunker? A screenshot would be great, but ASCII art would do.

Thanks.
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Re: Make wall strength direction based.

Postby burgingham » Tue Jan 05, 2010 8:53 pm

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Re: Make wall strength direction based.

Postby HoldYourFire » Wed Jan 06, 2010 9:26 pm

Haha, awesome. Thanks again :D
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Re: Make wall strength direction based.

Postby kedrigh » Wed Jan 06, 2010 9:49 pm

i support this idea because bashing obsolete palisades all day is really friggin annoying, and this would make it less so.
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Re: Make wall strength direction based.

Postby Jackard » Thu Jan 07, 2010 3:59 am

uh no itd still be annoying itd just take less effort

being able to delete objects on your claim is a better solution to that particular problem
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Re: Make wall strength direction based.

Postby kedrigh » Thu Jan 07, 2010 4:09 am

not my claim, so your suggestion is moot, and i did say "less", as opposed to "not".
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Re: Make wall strength direction based.

Postby Jackard » Thu Jan 07, 2010 4:12 am

i maintain that bashing walls would remain "really friggin annoying" with this change. and that's not "less" at all
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Re: Make wall strength direction based.

Postby Lman8786 » Thu Jan 14, 2010 2:50 am

no just no :(
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