Going one step beyond.

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

Re: Going one step beyond.

Postby kaka » Sun Mar 14, 2010 1:57 pm

JustasJ wrote:A round world

I'd like an edge that you can fall off of.
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Re: Going one step beyond.

Postby JustasJ » Sun Mar 14, 2010 2:26 pm

kaka wrote:I'd like an edge that you can fall off of.


... Säger en människa vars pseudonym betyder skit på något främmande språk. Men kladdkaka är gott i alla fall.
Throughout the centuries there were men who took first steps, down new roads, armed with nothing but their own vision.
- Ayn Rand
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Re: Going one step beyond.

Postby sabinati » Sun Mar 14, 2010 4:33 pm

...says a man whose posts are shit in any language
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Re: Going one step beyond.

Postby kaka » Sun Mar 14, 2010 7:01 pm

JustasJ wrote:...says a man whose pseudonym means poo in some foreign language. But sticky poo is tasty though.

Sure. If you translate freely.
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Re: Going one step beyond.

Postby Potjeh » Sun Mar 14, 2010 7:34 pm

Govori bre srpski da te ceo svet razume :evil:
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Re: Going one step beyond.

Postby jorb » Sun Mar 14, 2010 10:47 pm

sabinati wrote:...says a man whose posts are shit in any language


: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
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Re: Going one step beyond.

Postby jlt314 » Sun Mar 14, 2010 11:12 pm

*nails the wriggling thread back to topic*

JustasJ wrote: 1. Roads and boats for travel:

A path of laid stone should boost the speed of carts and people so this could reduce the amount of time spent travelling from constant point A to point B.
With regards to boats, in regards to Scandinavic/Germanic setting to the game, a longboat should be introduced which needs a dock to be built in, is very slow to drag on the ground but has huge storage space both for carryables and passengers.

sounds awesome, maybe together with the idea of fords or rafts across rivers, thus making long-range cart caravans possible.

JustasJ wrote: 2. Mills and granaries:

Granary would basically be a huge container for food items, something like over 4 cupboards which is far slower to decay than a cupboard but is the size of a building and a mill would slowly convert wheat seeds you put into it into flour you can pick up. Unlike quern, it would make 1 flour out of 4 wheat seeds not 5 but would give no lp from flour production.

pretty much any village has a house or two filled up with cupboards (or chests) just as a non-decaying storage. an extra building seems obsolete, unless a granary would come with immobile in-built containers and be cheaper than said house-of-cupboards. maybe granaries could be built underground, requiring pickaxes and locks.

JustasJ wrote:3. Houses with glass windows and temples:

A house similar to Stone mansion but which doesn't ask for as many stones but requires glass would be a nice addicion to the game. Also, a hut with straw roof and clay walls would be cosy.
A temple should be available to a village leader and only one temple could be built per city. once built, it could heal people or give lp for sacrificing food to it(Good place to perform Wyrd rituals);

sounds interesting. no idea on how available sand and large amounts of clay are though. but if introducing temples, there should be several possible, and give temporary buffs instead of LP.

JustasJ wrote:4. A round world:

It is quite strange to find a wall in the map, I guess, so why not make people that go far north to end up in the southernmost part of the world? this could be a nice addition.

that'd be not a globe, but a toroidal world. sounds cool anyway.

JustasJ wrote:5. Natural deurbanisation:

Some system should be made to make unused houses and other items fall apart if they are abandoned, in addition to the current decay or instead of it. Maybe small trees would sometimes grow on the ground with laid stones. If such trees reach maturity, they break the land of laid stone causing decay damage to surrounding area, thus "deurbanising" the surroundings a bit.

wholeheartedly second that idea of natural reforestation.

JustasJ wrote:6. Telescopes, compasses and similar stuff to find out where in the game you are:

I would like some kind of tool that shows what is your location in the map, so if you want to perform a trade with some person in the forum or just meet someone you would know if it's forthwhile judging from your location's on the map. No need for the map itself, just the 'X' on a larger map than the minimap with your grid cooardinates next to it.

a compass would only allow certain navigation advantages. it might be more interesting to have different skills for nature-magick, neutral and industry-technology developments. nature-magick might work with far-seeing the map (giving you a supergrid map without clues to your location on it), neutral would be the common map-making and the technological approach would be via astronomy, telling you where you are on the grid, but not the actual map of the area.
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