Potjeh wrote:The town hall should have a bell, and when it rings all the villagers run inside and shoot arrows at enemies :lol:
i like the idea of a bell you can ring that other players can hear
Potjeh wrote:The town hall should have a bell, and when it rings all the villagers run inside and shoot arrows at enemies :lol:
Wolfang wrote:''Bring out...ZE GUILLOTINE''
1. Equip rope (Or chain, whatever)
2. Quell the beast on knocked out player.
3. Build/Use Guillotine
4. ???????
5. Profit
burgingham wrote:More ways to get raped are always good.
Reeyfer wrote:Three tile gates ftw.
A town hall would be nice though because one stone mansion really isn't big enough to comfortably act as a community tool/machine depot, and a fountain which served as a higher quality well, eliminating the delay of the lowering bucket animation.
Castles, of course, I'd really love to see a tower too. Wood or brick (or stone of course, dunno why we don't have the option to upgrade to stone and make walls out of these thousands of boulders laying around everywhere from cellars) and used as a safe archery point. It wouldn't have an interior, instead centering your view on the tower itself, perhaps zooming you out a bit (if that's even possible with the client). To kill you the enemy would have to either a) destroy the tower requiring great strength and stamina or b) destroy the door to the tower which would be a lot easier to take out. Once the door was destroyed the player would pop outside of it, making him vulnerable to the attacker. The tower should be able to hold several archers, and there should be some option for volley fire once inside it (should really be an option for that already under leadership, with all the nonsensical stuff that's there already) which would give the leader control of all ranged weapons inside the tower and fire them as one, making their damage combine to beat soak on armor (making the wooden tower a cheap way for a lot of noobs to gang up and protect themselves against people who took table roids and smash any wall with ease). Preferably he would see all the accuracy meters as well, of course, and you should really get a little boost in your accuracy/range (hard to tell if range even affects accuracy) to represent your height advantage. If they put in any other castle or fortification you should be able to do the same of course, that was a lot of the purpose of those structures to rain fire down upon the enemy with impunity. The tower would just be the low playercount version whereas the castle could hold much more.
I would (and I'm sure most everyone else as well) really love to see some more terraforming options, primarily "quarry." Quarrying would create an impassable tile like a cliff, but appearing as a ditch instead. It would be like making a cellar, you would pull x number of boulders out of the tile and then get your ditch. The whole point (other than creating defensive ditches to slow enemies, of course) would be that a quarried tile next to a water tile would turn to a shallows tile. A shallows tile could be quarried a second time to create a deep water tile. The same could be done in reverse using a fill function, x number of boulders (lets say five or so) could be filled into a deepwater tile to make a shallows, five more to make it back into ground. This would allow for a whole new level of decorative city building, giving players the option to create decorative water gardens (some type of fish and mussel farming in these would be awesome later on), moats (denying battering ram access to their walls), perfect island cities, their own recreation of Venice, or even whole oceansIt would also allow the critical river routes between big cities to be chained together with channels so that travel would be much quicker, and for shallows to be placed across rivers to act as bridges (though wagons and livestock should be enabled for travel across shallows in this case, which I don't think they currently are). Also it would serve as a useful task for new players to perform for cities or towns they join, since it would obviously be balanced to make it extremely labor intensive to spread water across any significant area. This is one of the features I would most like to see in HnH, though obviously it would be nice if the next world just had better connected river systems and some nice island infested oceans around the border, it would still be an awesome tool for customizing your area. Also building (or bridging) cliffs could be done with this, though I would say it should require way more blocks per tile than quarrying or filling to make it a valid defensive tactic (more like thirty or fifty boulders per tile).
Wolfang wrote:Or you could use several things to 'mildly' punish players, for example, you could put a noob-thief in stocks or in the gallows for a couple of days.
The problem is that killing is the only 'punishment'. You could grief them by destroying their stuff, but game-time is what's truly valuable, and putting someone in the gallows will take up that game time.
Obviously putting someone in these punishment things is only possible if you have scents. For the length of the scent expiration? Thats up to others to decide.
But yeah, humiliating a player by putting him in the stocks in the middle of the town would be nice.![]()
Funner then going to him and asking them 'stop stealing nananana'
xxxlewisxxx11 wrote:but if we capture people wouldent they just logg off and stay logged off?