Fast Travel, Caravans, and Roads

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

Fast Travel, Caravans, and Roads

Postby BWithey » Sat Dec 04, 2010 3:39 am

jorb wrote:Idk. I choose my places of settlement with a fair amount of care and searching. It would suck if the RNG jus plain old nullified that planning.


I think the real solution to this situation would be the removal of fast-travel. Without the ability to port vast distances to these resources, it becomes much more difficult to monopolize them, creating localization of individual resources, and the necessity for trade to that much more important.

With the ability to pop half a world away, there's plenty of opportunity for satellite villages to be used as resource points.

Right now there's no risk to transporting goods for trade, you just 'hey join my village' pop and trade, with no banditry or villainy possible along the way.


But mostly, as pertains to trade... Monopolization of Resources is easy when transportation between locations is trivial.
Last edited by BWithey on Sat Dec 04, 2010 4:09 am, edited 1 time in total.
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Re: Depleting Resource Points

Postby Onionfighter » Sat Dec 04, 2010 3:42 am

Too true.
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Re: Depleting Resource Points

Postby Avu » Sat Dec 04, 2010 4:30 am

Yes great idea remove travel that way there won't be any monopoly heck there won't be any fucking trade at all. Sure as fuck I won't bother carting my precious far away clay to some noobs to buy when I could do a lot more things with my time.
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Re: Depleting Resource Points

Postby Onionfighter » Sat Dec 04, 2010 4:36 am

And yet teleportation closes off many possibilities:
    caravans
    roads
    road bandits
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Re: Depleting Resource Points

Postby Avu » Sat Dec 04, 2010 5:09 am

And the lack of toilets closes the need to go to the toilet.

Caravans are trash because they can be plundered so easily and there is no portable claim.
Roads fail because it takes months to finish one and it's one of the most repetitive jobs ever. New road building mechanics are needed first. Once we get that we can talk about switching to potjehs idea but complete removal is lunacy.
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Re: Depleting Resource Points

Postby BWithey » Sat Dec 04, 2010 5:34 am

Avu wrote:And the lack of toilets closes the need to go to the toilet.

Caravans are trash because they can be plundered so easily and there is no portable claim.
Roads fail because it takes months to finish one and it's one of the most repetitive jobs ever. New road building mechanics are needed first. Once we get that we can talk about switching to potjehs idea but complete removal is lunacy.


It should take months to build a road, and yeah, it's grindy work. Organizing the team to get it done fast is part of what gives them their validity and worth. If you can't organize a team to build, you don't deserve the road.

Tell me again why everyone thinks that infrastructure and travel should be easy? It's a mark of an empire to have roads, it was one of Romes claim to fame.

Do the work citizen, if you want the reward.

Avu wrote:Yes great idea remove travel that way there won't be any monopoly heck there won't be any fucking trade at all. Sure as fuck I won't bother carting my precious far away clay to some noobs to buy when I could do a lot more things with my time.


You are wrong Avu.. There will be trade, it will be fueled by those who wish to be roving merchants who will buy from one person, and transport them for sale to another. And these people won't need 'mobile claims', since they can just pull up stakes at the beginning of their journey, and put it back down again at the end. Their wagon is their home. Give wagons interiors, (small ones) and implement tents, and you'll see merchant camps set up alongside the road with tents and wagons. Amazing.

Then there was talk of collapsable/movable trade/barter tables. Implement that and they'll set up camp, set up their tables, and you'll have roving merchants fairs.
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Re: Depleting Resource Points

Postby Onionfighter » Sat Dec 04, 2010 6:40 am

Avu wrote:And the lack of toilets closes the need to go to the toilet.

viewtopic.php?f=5&t=1752&p=20200&hilit=+poop#p20200
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Re: Depleting Resource Points

Postby sabinati » Sat Dec 04, 2010 7:04 am

BWithey wrote:
Avu wrote:And the lack of toilets closes the need to go to the toilet.

Caravans are trash because they can be plundered so easily and there is no portable claim.
Roads fail because it takes months to finish one and it's one of the most repetitive jobs ever. New road building mechanics are needed first. Once we get that we can talk about switching to potjehs idea but complete removal is lunacy.


It should take months to build a road, and yeah, it's grindy work. Organizing the team to get it done fast is part of what gives them their validity and worth. If you can't organize a team to build, you don't deserve the road.

Tell me again why everyone thinks that infrastructure and travel should be easy? It's a mark of an empire to have roads, it was one of Romes claim to fame.

Do the work citizen, if you want the reward.

yeah that's great but this is a fucking game

Avu wrote:Yes great idea remove travel that way there won't be any monopoly heck there won't be any fucking trade at all. Sure as fuck I won't bother carting my precious far away clay to some noobs to buy when I could do a lot more things with my time.


You are wrong Avu.. There will be trade, it will be fueled by those who wish to be roving merchants who will buy from one person, and transport them for sale to another. And these people won't need 'mobile claims', since they can just pull up stakes at the beginning of their journey, and put it back down again at the end. Their wagon is their home. Give wagons interiors, (small ones) and implement tents, and you'll see merchant camps set up alongside the road with tents and wagons. Amazing.

Then there was talk of collapsable/movable trade/barter tables. Implement that and they'll set up camp, set up their tables, and you'll have roving merchants fairs.


until those caravans get robbed because they don't have walls
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Re: Depleting Resource Points

Postby Onionfighter » Sat Dec 04, 2010 7:11 am

That's why they bury all their best merchandise before logging off!

Ok, that wouldn't work for everything.
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Re: Depleting Resource Points

Postby BWithey » Sat Dec 04, 2010 7:15 am

sabinati wrote:yeah that's great but this is a fucking game


That's a fine blanket response, but gives no valid reason why you shouldn't have to work to achieve things. There are roads built in the world, the work can be done if you organize the people to do it. I see no reason to change the way this works, otherwise the hearthlands will be paved over with roads for every conceivable purpose because it's 'easy'.

Now, the auto-roads? They need fixing.

until those caravans get robbed because they don't have walls


*facepalms*

Simple enough -

1 - Implement gates that wagons can pass through.

2 - The Caravan will travel from village to village along it's decided trade route, pull in it's wagons, set up shop for x amount of time before leaving. Villages can set up trade sectors where the wagons can pull in and be protected while they conduct trade.

3- Without gates wagons can pass through, dedicated merchants set up stops along their way. They put down their stake, pull inside their pre-built palisaded/brick-walled location, take all the goods inside, and log out for the night/day/whatever.

Stop knee-jerk reacting and think it through a little. There's a lot of solutions to the problems this creates, that only serve to make the game more interesting.


And to solve another problem before it becomes one:
1 - Make it possible to set permissions on wagons so that only those people who are granted it can access it. This prevents people on a village claim from raiding the wagons.
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