The canal

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

Re: The canal

Postby theTrav » Tue Jan 19, 2010 10:48 pm

Caradon wrote:
Chakravanti wrote:based on the fact that there is no concievable method of implementation. I still say make it a building.

No conceivable method of implementation? fucking laugh.. That just means they can't imagine a way, That's just their limited thinking. it's always possible to do something, They just don't want to and don't have the respect to just up and say it.

umm, dude, you might want to check whether Chak is actually quoting a dev there or not... because... he's not... so umm... don't trash talk the dev's?
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: The canal

Postby jorb » Tue Jan 19, 2010 10:57 pm

Caradon wrote:
Chakravanti wrote:based on the fact that there is no concievable method of implementation. I still say make it a building.


No conceivable method of implementation? fucking laugh.. That just means they can't imagine a way, That's just their limited thinking. it's always possible to do something, They just don't want to and don't have the respect to just up and say it.


......

.... BWAHAHAHAHAHAHAHAHHAHAHAH! :lol:
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: The canal

Postby Potjeh » Tue Jan 19, 2010 11:07 pm

Stop laughing, boy, and show some god damned respect to your elders :x
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: The canal

Postby DasGuntLord01 » Wed Jan 20, 2010 4:56 am

Zizi wrote:I think the op's suggestion was that navigable canals should possible to dig, but insanely difficult and time consuming. This would limit their use to groups with a huge amount of manpower and resources. YOu should really, really need and want a canal badly before considering getting into building one.


This WAS my intention, and I should have made that clear.
DasGuntLord01
 
Posts: 29
Joined: Fri Jan 15, 2010 11:01 am

Re: The canal

Postby GoodGirl » Sat Jul 30, 2011 9:16 pm

Chakravanti wrote:based on the fact that there is no concievable method of implementation. I still say make it a building.


So taking off this idea, suppose canals were constructable like walls. They are a new type of tile has the properties of shallow water for movement, but digging in them produces no resources. Likewise, canal tiles do not spawn curios or fish. Water can be collected from them, but it is always q10. Canals can not be built in mountains. Canals decay back to their original tiles over time if not on claimed land.

The initial "cornerpost" would have to be built adjacent to shallow water or another canal tile. It could cost something like 200x bricks + 50x stone + 5x bone glue, with subsequent "cornerposts" being 50x bricks + 10x stone + 1x bone glue and each section 5x bricks. Give it 2000 HP and 15 soak. Sledgehammers and rams would not be useful for destroying canals, but pickaxes give +2 damage and shovels give +4 damage against them. A destroyed canal piece reverts back to its original tile.

This way, canals provide basically no resource benefit; they're just for transportation or possibly moat building.

As far as usefulness as a defensive structure, with only 15 soak, anyone with 225+ strength could break them, and only 121+ if you bring a shovel. In most cases, a canal would be easier to destroy than a palisade.

For griefing potential, someone could be a jerk and build canals over your hq acre clay or soil nodes, but this would be way more trouble than just digging it up. Plus, the tile would revert to normal if you can destroy the canal. Griefers could try to create a waterworld, but the materials cost can be set to make that infeasible and the canals would decay on unclaimed land.

On the other side of the griefing scale, it would be pretty easy to make a strength alt and run around destroying everyone's canals. You could make it possible to build gates on canals, and brickwall or palisade around them i guess. There's always the solution of claiming the land and tracking them down afterward as well.
User avatar
GoodGirl
 
Posts: 52
Joined: Sun Jul 17, 2011 5:20 pm

Re: The canal

Postby painhertz » Sat Jul 30, 2011 10:16 pm

-1 for thread necromancy.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: The canal

Postby TeckXKnight » Sat Jul 30, 2011 10:21 pm

It was in the proper thread at least.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 4 guests