Prospecting realism

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

Re: Prospecting realism

Postby Randozart » Fri May 14, 2010 11:27 am

Still, this could enable people to break into someone elses cellar. Or dig to someone elses mine. In this case it could be a good idea to build stone pavement against walls, and to split two mines with a gateway or something. If this is the matter players would also be enabled to build dungeons and such and lock people away in it, or just put treasury in one of the so called "Rooms".
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Re: Prospecting realism

Postby KuikenTest » Fri May 14, 2010 11:54 am

I like this idea, it would be great if they apply it to the game
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Re: Prospecting realism

Postby niltrias » Fri May 14, 2010 12:35 pm

KillerofLawyers wrote:It's would also mean that your mine would become less productive as you move further from the source, which also isn't a bad thing either. I like Niltrias's idea. However, it might work better if resources were more scattered, with multiple spots of 100% in a general area.


I was sort of assuming that they would change. There could be places that max out at 50%, for example, and some sorts of minerals could be circular in area while others could have linear veins that drop in % as you move away from the vein.

As far as tunneling goes, that could be a problem depending on implementation, but would not be for now because:

Basements do not exist on subterranean maps, for now...build a basement above a cave and you will not get basement cave access

There is no way to build a mine entrance "up", so you could not tunnel under walls and come up inside them, unless they had a mine entrance inside said walls already.

I admit, tho, that there should probably be some way to address both of these points.
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Re: Prospecting realism

Postby DatOneGuy » Fri May 14, 2010 2:43 pm

There's only one major problem I notice with your idea.

You say it should be based on where the mine is in the overmap however, if they're also a replica second-layer under the earth, it would stand to reason that instead of "100% Gold, 50% Iron, 60% Copper" where you started wouldn't be able to be stretched to the edge of the hEarth, this would however still make it necessary to find good points if you really want to find good mines, it would also mean finding a place with a few mines and puting it there would be even better.

A few things unaddressed such as the need for some sort of underground defence, perhaps you can build stone cobble walls around your mine or something to protect it, and if cellars were adjoined with this system, same deal.

If this was thrown in with the cave-in deal it would work great if said 'cobble walls' acted as support. Thus if someone wanted to attack you they would need to build their own supports and then break yours, which isn't really a problem and would give you time to notice and retaliate similar to the whole battering ram idea.

Not to off topic, I know that's another thread, but I don't think what you proposed can be done without something similar, some sort of underground defence, and more actual dangers in mines.
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Re: Prospecting realism

Postby Randozart » Fri May 14, 2010 3:45 pm

You mean my underground defense idea?
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