Fast Travel, Caravans, and Roads

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

Re: Depleting Resource Points

Postby Sotsa » Sat Dec 04, 2010 1:36 pm

Avu wrote:Yes great idea remove travel that way there won't be any monopoly heck there won't be any fucking trade at all. Sure as fuck I won't bother carting my precious far away clay to some noobs to buy when I could do a lot more things with my time.


Hopefully noobs would be wagoneering to YOUR place with WAGONFULS of shit you might want, every once in a while.

Also it might help break trade up in BULKS, for all of you who are tired of constantly bringing a boat with chests of shit through crossroads. without crossroads, or teleportation (but of course with better means of travelling without, as Jackquarde mentioned) trade would become something you did every once in a while.

I don't really see getting robbed in a caravan as a problem, with a map of this size, it's easy to hide your wagons, and you could use strongboxes. Sure there could be other solutions, but i think caravaneering should hold a certain amount of risk, enough that travelling *some* areas would make the risk factor higher than the profit. So you would have to hire guys with swords/take another route. So a risk/gain factor would have to be considered when wagoneering shit across the wilderness.

Although.

Horses, bridges, easier roads, easier clearcutting. yes yes yes

I'm just thinking about the possibilities this opens up in terms of gameplay (assuming people can be arsed to set up, mercenary services to protect caravans, 'tavern villages' to protect travelling caravans, (for a price of course) and so on)
Before you take insult to this post, keep in mind that I am simply a warrior of truth.
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Re: Fast Travel, Caravans, and Roads

Postby Potjeh » Sat Dec 04, 2010 2:18 pm

I'm for interceptible fast travel, so caravans would be a necessity due to the danger of running into highwaymen. If you haven't read my suggestions on this before, the short version is that I want fast travel limited to roads. Making travel more dangerous would also go a long way towards making distance meaningful, though there's some other measures that are needed. For example, I think that fast travel should deplete hunger - it would actually be a good thing for short travels around the village (no more handplowing for hunger, just run around a bit), but long distances should be taxing on your food supply so you can't jump back and forth like crazy.

Oh, and roads aren't *that* hard to make if you don't actually bother paving them (ie milestones only). Though paving should seriously require less clicks. Anyway, in my fast travel system, the travel cost would be proportionate to the type and width of road, gold>brick>stone>dirt>grass>forest.
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Re: Fast Travel, Caravans, and Roads

Postby niltrias » Sat Dec 04, 2010 3:28 pm

I don't think gold roads should be better than brick, myself. It's just a display of wealth an ostentation...
making it useful actually decreases its power as a symbol.
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Re: Fast Travel, Caravans, and Roads

Postby BWithey » Sat Dec 04, 2010 3:47 pm

Jackard wrote:you have no idea what im talking about, but that wont stop you from passing judgement on it


So, as we've discussed before, enlighten me. I asked you questions about your positions that you didn't see fit to respond to. You are not dealing with an unreasoning forum troll here, merely someone who does not have the same perception of things as you. No, you don't have a responsibility or obligation to debate with me or change my view, but at least do me the respect of explaining your position or providing a link to the place where you've discussed this previously.

Potjeh wrote:I'm for interceptible fast travel, so caravans would be a necessity due to the danger of running into highwaymen. If you haven't read my suggestions on this before, the short version is that I want fast travel limited to roads. Making travel more dangerous would also go a long way towards making distance meaningful, though there's some other measures that are needed. For example, I think that fast travel should deplete hunger - it would actually be a good thing for short travels around the village (no more handplowing for hunger, just run around a bit), but long distances should be taxing on your food supply so you can't jump back and forth like crazy.


An interesting notion, could you provide a link to where you went into how it would be imperceptible?

Oh, and roads aren't *that* hard to make if you don't actually bother paving them (ie milestones only). Though paving should seriously require less clicks. Anyway, in my fast travel system, the travel cost would be proportionate to the type and width of road, gold>brick>stone>dirt>grass>forest.


1st -I may need clarification here as to what some people mean by roads.

When I speak of roads I speak of the paved stretches of ground reaching from one place to another. Milestones are not included in my consideration of road building. So for me, roads do not equal milestones, nor do milestones equal roads. I would discuss the matters as separate subjects.

It would also be nice if 'paved path' did not equal 'road'.

Paved path tile = 1 brick (stone, brick, gold)
(Speed = Material Modifier)

Road tile = 1 sand, 1 clay, 1 brick.
(Speed = Material Modifier * Road Modifier)

niltrias wrote:I don't think gold roads should be better than brick, myself. It's just a display of wealth an ostentation...
making it useful actually decreases its power as a symbol.


I rather agree here.
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Re: Fast Travel, Caravans, and Roads

Postby Bantam_Gantum » Sat Dec 04, 2010 5:07 pm

On the topic of Teleporting that i've read, I wanted to contribute my idea. Why not make it so you can only teleport to your HF etc from a certain point. I.E. You can warp to HF when you are within 4-5 Mrquis grids from your HF, and 10-15 for Villages. Just ideas
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Re: Fast Travel, Caravans, and Roads

Postby Wolfang » Sat Dec 04, 2010 5:35 pm

Not only should the materials with which the road is paved affect speed, but the width of the road should too.
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

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Re: Fast Travel, Caravans, and Roads

Postby aso11 » Sat Dec 04, 2010 5:46 pm

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Re: Fast Travel, Caravans, and Roads

Postby CodenameB » Sat Dec 04, 2010 8:18 pm

I'm a big fan of this idea. In addition to making being a traveler a viable way of living (After all, paying people to do work you don't want to is how all the big cities operate), it adds several other possible interesting lifestyles, from the bandit who tries to kill the caravan driver with a ranged attack to the high level players who hunt him down afterword. Wars between cities might be something other than "Walljump and kill everyone," you would be able to attack their caravan routes and keep them from getting supplies. What fun to be had when cities suddenly lose their ability to make bronze because they pissed off the wrong person.
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Re: Fast Travel, Caravans, and Roads

Postby Peripheral » Sat Dec 04, 2010 9:24 pm

I also like this idea... Highways, caravans, hired merchants/travelers etc, all seem very appealing. While it may be less convenient than being able to instantly teleport to the other side of the world, the amount of depth that is added because of it, imo, makes the inconvenience worth it.
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Re: Fast Travel, Caravans, and Roads

Postby Onionfighter » Sat Dec 04, 2010 11:52 pm

BWithey wrote:An interesting notion, could you provide a link to where you went into how it would be imperceptible?
The word here was interceptable. Though I also read it this way the first time.

Back in world one, though it was just one supergrid, there were roads everywhere. There were stone roads, like we have today (though the edges were jagged, which made diagonal roads prettier) and there were dirt roads.

All this talk about travel is exciting! I used to love when going away from civilization meant being hunted by foxes. Travel was actually kind of dangerous. One problem we need to consider, however, is that the world is quite sparsely populated, and meeting other people is difficult as it is. Most times I go to nople it is empty, and making travel more difficult will only make that harder.
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