Stockpiles

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

Re: Stockpiles

Postby sabinati » Fri Apr 09, 2010 8:21 pm

KoE wrote:Yeah, but I don't think you're going to find an easy way to stop that in general. If all unclaimed build signs immediately decay on one hit (which puts an even higher premium on Yeomanry), people will just switch to Roundpole Fences, or, hell, Roundpole Fence gates and using those as traps. I believe the original 'problem' was cleaning up all the ugly build signs after they've been used.

Also, if 'stockpiles' are actual buildable objects as (I think?) Potjeh suggested that doesn't really make them superior to any other given build-able object as regards trapping.


who said anything about 1-hit
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Re: Stockpiles

Postby KoE » Fri Apr 09, 2010 8:32 pm

Bluh, excuse my brainfart. I just got what Jackard was saying (with his help of course).

You're right, stockpiles that don't decay at all would be a bad thing. That's why the build-able object route is probably best; the object requires upkeep of whatever it was built out of but the contents itself is safe.

sabinati wrote:who said anything about 1-hit


I think what loftar (or possibly someone else) said and I made a horrible mess of referring to was having build signs with fewer objects (read: 1 stick fires) decay in a single hit. I was going to add something about how that would lead to an arms race of people just building five-stick fires or other 'sturdier' build signs but it started getting tangential and I tried to go for brevity. At any rate it's largely irrelevant now so pardon my communication failure.
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Re: Stockpiles

Postby GrandProject » Fri Apr 09, 2010 11:08 pm

I think a great graphic for these "stockpiles" would be one similar to the Stronghold saga's, such with a requirement of 5-10 stones, possibly more, and the amount held could be up to a porportional amount for each good, big or small. and further stockpiles would only be able to connect to the one YOU have already made, others to their own. possibly a large one shared by the town though, ect.
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Re: Stockpiles

Postby Jackard » Sat Apr 10, 2010 12:01 am

GrandProject wrote:I think a great graphic for these "stockpiles" would be one similar to the Stronghold saga's, such with a requirement of 5-10 stones, possibly more, and the amount held could be up to a porportional amount for each good, big or small. and further stockpiles would only be able to connect to the one YOU have already made, others to their own. possibly a large one shared by the town though, ect.

i like those too, but i doubt theyd end up that way
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Re: A Hay Baler

Postby Brickbreaker » Sat Apr 10, 2010 2:25 am

No he says he wants to store straw, however a mansion takes up too much space to store it.
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Re: Stockpiles

Postby Lothaudus » Sat Apr 10, 2010 4:37 am

KoE wrote:If all unclaimed build signs immediately decay on one hit (which puts an even higher premium on Yeomanry), people will just switch to Roundpole Fences, or, hell, Roundpole Fence gates and using those as traps.

Truthfully, that's more a problem with the combat system though.
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Re: Stockpiles

Postby ImpalerWrG » Sun Apr 11, 2010 12:54 am

I think the easiest way to do a stockpile is for the players build menu to have single 'generic' stockpile option, when the player goes to build the stockpile they see a ??? for the material needed, they can drop in any of the permitted object types (which can be changed/added too as the game evolves without changing the UI) and the stockpile immediately becomes 'typed' and only accepts more of the same item up to what ever quantity is appropriate for that type, also a type specific graphic replaces the build-sign (bail of straw, stack of boards etc etc), possibly including some kind of quantity indicator graphic (different sized bails of straw). The player continues to interacts with the stockpile by the normal building-menu interface which simply lacks the ability to build, if they remove the last item the stockpile loses it's type and can be reset to something else by simply adding a different item or simply made to disappear by closing the menu.

That's the simplest cleanest UI one would possibly wish for and gives more flexibility and ease of use then using a construction site. How much if any decay loss should be suffered, how normal construction sites can or should be nerfed are all fine questions but should be secondary to making stockpiles easy to make and use. If done properly people should find a stockpile an attractive option in and of it's self without needing to use much if any heavy-handed nerfing of construction sites.
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Woodpile/bundle for storage?

Postby Zirikana » Tue May 04, 2010 8:18 pm

I tend to strip all the resources off of trees when i cut them down, for fuel and building and whatever else. To store them, i just make baskets, lean-tos, and pallisades and fill them up with sticks, boughs, blocks, resp., and i simply never click "build"....

This, however, is horribly unsightly. Who wants a bunch of "work in progress" construction signs littering one's property?

What I propose is to have an actual "building" or piece of furniture that would act as a storage pile, but without a "build" option, and appropriate sprites for whatever you're storing. I'd say it should have some kind of cap (200?) for how much you can store in one pile, but I haven't given it too much thought yet.

Or perhaps there could be some sort of actual, bona-fide building called a "lumber rack" that once built would hold a large amount of blocks, planks, etc. using the same interface as the "building" procedure. That would be a little more tidy and visually appealing than just a big ol' pile of blocks.

Lemme know what you all think
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Re: Woodpile/bundle for storage?

Postby Joar » Tue May 04, 2010 9:05 pm

I really like this idea :)
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Re: Woodpile/bundle for storage?

Postby KoE » Tue May 04, 2010 9:11 pm

I'm all for this. There's a horrific franken-thread on the topic, wherein jorb and loftar seem to have put some thought into it (towards the end).
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