Faster Carts

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

Re: Faster Carts

Postby theTrav » Wed Mar 17, 2010 10:04 pm

Grog wrote:one could divide the areas in easy (grassland, heaths) and hard underground.
you could travel in walkspeed on the easy terrain, but still have to crawl in forest and on mountains...

Is this not how carts already work? That's how it worked when they were first implemented...
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Faster Carts

Postby sabinati » Wed Mar 17, 2010 10:08 pm

nope it was slow on everything but dirt road / mudflat which got +1 and paved which got +2
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Postby Jackard » Wed Mar 17, 2010 10:27 pm

And considering the sheer distance between villages, crawl speed through rough terrain is no longer reasonable. It is very unlikely that roads will extend any further than the local supergrid, taking into account the tremendous effort required and that rivers are the normal method of traveling long distances.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Faster Carts

Postby Denzi » Thu Mar 18, 2010 3:39 am

How about if the speed you could move with a cart was based off of how many items you have in the cart and the terrain? Perhaps an empty cart could let you run through rough terrain (for pretty decent stamina drain) or sprint across a paved road (or dirt road, whichever). Then what if after you add two items to the cart your speed across all terrain is down graded? (to walk/run respectively)

Of course I'm just pulling numbers out of thin air, but I had not seen it suggested yet.
Denzi
 
Posts: 7
Joined: Mon Jun 29, 2009 4:37 am

Re: Faster Carts

Postby Onionfighter » Thu Mar 18, 2010 6:43 am

What's the point of hauling an empty cart around?
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Faster Carts

Postby sabinati » Thu Mar 18, 2010 7:14 am

to get to the things you want to put in the cart
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Faster Carts

Postby Avu » Thu Mar 18, 2010 9:39 am

What's this tendency of weakening the impact of suggestions I see happening all around? I have a theory it's an unconscious attempt at compromise with the unconscious goal of making the ideas more appealing for implementation. Which is completely fail if it's true.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Faster Carts

Postby Thijssnl » Thu Mar 18, 2010 10:06 am

+1 to quicker carts.
User avatar
Thijssnl
 
Posts: 2389
Joined: Fri Mar 12, 2010 9:09 pm

Re: Faster Carts

Postby JustasJ » Thu Mar 18, 2010 8:08 pm

It would be better if they made a cart pulled by a mount animal which is faster than the man pulled one instead.
Throughout the centuries there were men who took first steps, down new roads, armed with nothing but their own vision.
- Ayn Rand
User avatar
JustasJ
 
Posts: 205
Joined: Wed Feb 03, 2010 1:48 pm

Re: Faster Carts

Postby Jackard » Fri Mar 19, 2010 4:34 am

Avu wrote:What's this tendency of weakening the impact of suggestions I see happening all around? I have a theory it's an unconscious attempt at compromise with the unconscious goal of making the ideas more appealing for implementation. Which is completely fail if it's true.

http://tvtropes.org/pmwiki/pmwiki.php/M ... 5au79hb9tv
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 2 guests