Xcom wrote:I must say that if they rework haven into some mutated Salem version and include this non-teleport mechanics I would not find myself logging in. Whats the point of playing a "haven lookalike". This is haven with all its flaws and mechanics. Rather then nuking it from orbit and making yet another failed Salem why not fix it with small tweaks.
I've never actually played Salem, so I can't really comment on what is going on there. They have some kind of 'non-teleport' mechanics?
Xcom wrote:This new road system would just be to much of a chore to ever be useful. People would never use it simply because of its high risk and high maintenance.
As I see it these roads would serve as a network of travel. But as experience shows meeting people in this game is a high risk event. Making roads and inviting people to camp it for a kill would just be a death sentence for anyone who uses these roads. Coupled with the fact people would easily be able to greaf/dominate areas the point of roads would just be a dead mechanic.
I absolutely agree that people wouldn't use such a mechanic if it is high risk. I wonder though if the danger that currently exists with meeting people could be lowered in some way in a future version of Haven.
For example, there could be major crossroads that start and end in towns which are designed differently to the current village mechanic. Suppose that in towns non-residents could apply to become temporary residents (providing they have not been designated outlaws or some such) simply by accessing an option from some kind of sign by a gate (again, not a gate as we know it). Agreeing to be a temporary resident could have the effect of giving you tresspass and theft rights, as well as removing your ability to engage somebody in combat (although you could defend against a person if they attacked you). Assume that public space in towns is protected from theft via something like personal claims. Going back outside the walls and leaving the influence of the village would remove the temporary resident status.
Anyhow, imagine in such a system that you can get directly into such a town by way of a major crossroad from another town. Hence, hopping from town to town with minimal danger could be a reality, and trade could be facilitated better. The desire to set up road networks of course only makes sense if there are other mechanics of the above sort or something similar that can allow people, in certain areas, to be fairly safe.
Xcom wrote:Edit: One other thing to note is the fact that haven worlds are larger. Making it take time to travel would isolate trade to your local area.
I guess this is kind of the point, making distance meaningful. The problem is the sweet spot I think. For example, lets say that via cart, I could cross a super grids distance in a few minutes. Why not instantly? I guess because it makes sense that if two people left from the same town at the same time, but to destinations of different remoteness, they would arrive at different times. Maybe a remove settlement is under attack and you want to send help, but it will take ten minutes for you to arrive. Also, if there is an ability to halt people mid-travel you might interrupt those reinforcements. I have to admit that a highwayman like ability might simply ruin the road mechanic all together, but I'm not sure exactly. I'm imagining a world that has mechanics for supporting actual civilizations (small kingdoms, etc) beyond the current village set up. So maybe in such a world people could keep their roads patrolled. Being a highway man could be rewarding, but also risky. What is to say that the next time you waylay a milestone you wont get a bunch of armed soldiers? If you were a merchant doing some trade you might also want to hire a strong person to guard you on your journey to a remove area and back.
Xcom wrote:I mean I would never transport 5 LCs of apple pies for some Q boards over the whole world to trade with airbase living 3-4 super-grids away. I don't think airebase would keep her shop open seeing as she never got anything sold except for a few low Q slings and metals to the local noobs for 2 flotsams a week.
No doubt. But again I'm thinking of this mechanic as one piece of the puzzle of a redesigned game where things are v. different to now. Maybe you can travel 3-4 super grids without that much time, do your trade, and be home again with half an hour.
I just want to say again that I would never suggest the above roads mechanic as something slapped onto the existing game. That would not work at all, and I'm well aware of that.