Karede wrote: It takes a special kind of autism to play this game
Potjeh wrote:Yeah, but that's going back to the "you need to be this tall for this ride" deal. This just encourages endless grinding, and we need less motivation for that. IMO a 10000str character should break walls the same way that a 10str character does, the only difference should be how long it takes you to actually break it once you start ramming.
jorb wrote:Haven aims to be hardcore.
Potjeh wrote:The problem is that instant breaking of walls kills the whole point of walls. Or do you propose that a strength monster should need 24h to bash down a wall with a pick, in which case what's the point of using that instead of a ram? Do note that when I say hand-bashing I don't mean just bare fists, but also hand-held tools.
jorb wrote:Haven aims to be hardcore.
Winterbrass wrote:Potjeh wrote:The problem is that instant breaking of walls kills the whole point of walls. Or do you propose that a strength monster should need 24h to bash down a wall with a pick, in which case what's the point of using that instead of a ram? Do note that when I say hand-bashing I don't mean just bare fists, but also hand-held tools.
Damaging the walls for one 'rank' of damage (one change of colour) should take a relatively substantial amount of time - something like six to eight hours of bashing with a pick (with the pick being the most advantageous implement aside from the ram) for a strong hearthling who is alone. With multiple people attempting to damage that particular section of the wall, the time would necessarily drop dramatically due to effectively having up to three or four times as many ticks on the wall in the same span of time. This would hardly be instant, would give defenders an opportunity to respond (holy shit guise, four buddies beating on our wall!), and is still comparable to a ram, depending on the number of attackers.
Long story short, the entire method in which walls, soak, and strength are interrelated was poorly thought-out and needs to be fixed to make hand-bashing an option with high time cost.
ETA: I differentiate between tools as tools have... you know, different uses. Picks should be poor against wooden objects and better against stone or brick objects, and the converse should be true with axes. Hands should be good against nothing. Et cetera.
Potjeh wrote:Repercussionist wrote:If he doesn't meet you in battle, what have you got to worry about anyways? >.< It should be harder to break into a village than to defend one. I'll admit that I would like to more, and more advanced warfare, but I don't think this is the solution we need.
By that logic, we should just remove scents altogether. Because hearth vaults make them more or less useless.
Gauteamus wrote:It is abit hard to judge your idea when you are not more exact. In this idea, the actual number of hours you think a strong character should use to take down a wall is important. Let us assume we are talking about a character with the correct hand held/instant tools at hand.
You say that a strong hearthling should use 6-8 hours to damage a segment one rank - meaning the whole segment goes down after 3-4 ranks = 24 hours.
In this case, why not use a ram?
Gauteamus wrote:How does the time spent taking down a segment change with increasing strength? What is the strenght of the strong character in your example? You then say that the time cost should drop dramatically if multiple characters chop.
How does this drop change with the number of chars? Their Strengths? How many can chop at the same segment at the same time?
Gauteamus wrote:You suggested to divide the damage by 100 for brick walls? What should the hp and blocking values of the different walls be?
jorb wrote:Haven aims to be hardcore.
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