Public Claims

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

Public Claims

Postby kobnach » Fri Jul 31, 2009 5:23 pm

I'd like to see the ability to protect resources for public use... such as apple trees, but also sausage grinders, cauldrons etc. And I mean true public use, not village use. Here's my suggestion:

- anyone can plant such a claim, but it's expensive; let's say 1 steel, for a small area, to avoid abuse.
- such claims can be destroyed, with vandalism, requiring significant effort and strength
- objects within the claim may be used in a non-destructive fashion by anyone; apples, branches, bark, cones etc may be picked. Trees may not be chopped. Sausages may be made, but the grinder may not be removed. Objects may be repaired.
- optionally (like the "allow kin to use this claim" check box) crops may be picked, containers may have objects added or removed, clay may be dug, etc.
- any other action generates a vandalism or theft clue, as appropriate
- these clues have a longer lifetime or more uses, or both, due to the public nuisance effect.
- areas covered by public claims may not then be claimed by an individual; public claims may not be placed on claimed land
- not sure what to do about village claims, but probably the same as private claims

A variant on this idea, which I owe to a conversation in a party I was part of, would be the lockable chain, used to fasten a single object in place. That gives realism to the materials requirement and the difficulty of removing the chain/claim, but makes no sense for trees. In that version, the chain must be broken to remove or destroy the chained object.

[Edit - public claims should not grab carts passing through. I'm not sure what the best interface/mechanic for that would be.]
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Re: Public Claims

Postby Delamore » Fri Jul 31, 2009 9:33 pm

kobnach wrote:- these clues have a longer lifetime or more uses, or both, due to the public nuisance effect.

I make a public claim, wall all around with a gate.
Now I have a claim that makes clues last super long.
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Re: Public Claims

Postby kobnach » Fri Jul 31, 2009 10:06 pm

Delamore wrote:
kobnach wrote:- these clues have a longer lifetime or more uses, or both, due to the public nuisance effect.

I make a public claim, wall all around with a gate.
Now I have a claim that makes clues last super long.


Ouch! I'm not sure how to combat that one, given that the devs have said it's difficult to determine what's inside a fence in their implementation.

So lose the super-long clues - and forbid building on public claims, so when some concerned member of the public bashes in your fence, any clues he generates will be based on your claim(s), which will be next to impossible to place so as to cover your whole fence. (You _might_ be able to do it with village authority objects, but it would be massively expensive and rather persnickety - getting the influence areas exactly right... easier if you were creating the public claim yourself though.)

[Edit - misread the OP as talking about fencing an existing public claim. Correcting the parts of the posting that presumed the problem was a wall in of an existing public claim.]
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Re: Public Claims

Postby sabinati » Fri Jul 31, 2009 11:12 pm

public claims/sacred ground/sanctuaries/whatever should only be placed by admins
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