tree bags & planting weeds to remove pavement

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

Re: tree bags & planting weeds to remove pavement

Postby mvgulik » Mon Jun 28, 2010 4:46 pm

springyb wrote:
mvgulik wrote:As is:
Pavement: Change -> Plant grass.
Grass: Change -> Plow field.
Plow Field: Reverts back to original ground over time. (random, can take a lot of time for ALL the tiles to revert back to original ground.


Plowed grass reverts back to grass instead of whatever it was before you planted it.


Yea, I just notist that.
Can't think of any reason why this would be intentional. (bug?)
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Re: tree bags & planting weeds to remove pavement

Postby DeadlyPencil » Tue Jun 29, 2010 3:09 pm

might as well mention this as well.... although this doesn't seem to have happened in the game yet. there is currently no way to reverse a greifer paving over a clay barron quality point or a mountain stone quality point. there is no way to return the spot back to its original tile, so it would be gone for good. if you added the ability to plant weeds, people would be able to reverse this.
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Re: tree bags & planting weeds to remove pavement

Postby Potjeh » Tue Jun 29, 2010 3:54 pm

I prefer "break up pavement" to "plant weeds" flavour wise. Yeah, they're the same thing, but getting mudflat by planting weeds messes with my suspension of disbelief.

Also, love the idea of sprouting 16 saplings at a time. Making the resulting trees crap q, as per OP's suggestion, should sidestep any potential balance issues.
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Re: tree bags & planting weeds to remove pavement

Postby SacreDoom » Thu Jul 01, 2010 4:51 pm

To balance the tree bag idea, maybe make it so there's only 50% chance of trees sprouting whne at full nature? :|
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Re: tree bags & planting weeds to remove pavement

Postby mvgulik » Sat Jul 10, 2010 3:38 am

General reforesting.

Maybe allow the direct use (with or whiteout pre-plowing?) of tree seeds to be planted.

- Only effective on tree native ground. (so not usable for ground conversion.)(Option could still be available/active, but would just result in a 0% change.)
- Only gives fixed q10 or less QL tree's. (QL could start out low (Q1), and slowly raise to normal Q10 level. Although this could be a server burden.)
- Only has a low change of actually sprouting a tree. 25% for example. (lower if there are other tree's close by.)
- 0% change if there are N tree's inside a given range. (over active planters protection.)

Or not, to make sure players have to actively engage (WORK) in reforesting clearcut areas.

Anyway. just enjoying thinking about the subject. (little bit of topic.)
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