Suggestions/Ideas

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

Suggestions/Ideas

Postby Sarge » Fri Oct 16, 2009 12:42 am

1. Increased movement speed with stats development. Eg.:
- Agility contributes 50%
- Dexterity 30%
- Strength 10%
- Constitution 10%

With each of crawl, walk, jog and sprint to cap out at +25% of base speed.

2. Distillery
Thought since there is already beer making, this might not push it that much further.
Eg.:
- Add trait 'distillation'
- Add equipment 'fermentation plant' & 'distillation kettle'
- Decide contributing skills
- Add yeast to be grown (http://www.all-creatures.org/recipes/i-yeast.html)
- Add potatoes to be grown for Vodka
- Add sugar cane to be grown for cane spirits

Making distilled alcohol:
- After pulping potatoes/sugar cane in grinding stone (forget in game name)
- Add pulp and yeast to fermentation plant, add branches to light for heat (decide branch time)
- Fermented liquid to distillation kettle, add branches to light for heat to get vodka/cane spirits (decide branch time)

- Uses of vodka and cane suger can be the same as beer (travel weariness reduced, maybe add increase in hapinees when happiness has a function, but at increased effects, reduced timespan and increased negative side after worn off).

Potatoes
- with its addition, a new recipe can be added and can assist in balancing the FEP table

Sugar cane
- maybe no new recipe, but can be eaten as is to gain FEP's and,
- introduction of a 'hut' built out of predominantly branches and sugar cane with maybe a smaller amount of logs and boards to bridge the gap between nothing and and a pretty difficult (for a noob) log cabin.

3. Marijuana
kk, I know I'm pushing my luck now, but I couldn't help think of it after my guy ate 23 apples after working in the hemp field. Not going into how to's here, not necessary :lol: , but if you want to consider it, the use of it could improve productivity as advantage, for a short period of time, but would have a huge increase in hunger rate.

4. Allow choice when chopping down tree to fall west... tired of having to break fences to fetch logs. I also have an Excalibur log wedged into a rock :?

Your thoughts?
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Re: Suggestions/Ideas

Postby Peter » Fri Oct 16, 2009 1:12 am

Problem with 1: there's no cap to atts. You'd get players with ludicrus speed while crawling, for instance.

I suppose that you could have it be asymptotic; something like speed = (maxspeed-(1/agility)) in essence.
Surprise.
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Re: Suggestions/Ideas

Postby Sarge » Fri Oct 16, 2009 10:36 am

Peter wrote:Problem with 1: there's no cap to atts. You'd get players with ludicrus speed while crawling, for instance.

I suppose that you could have it be asymptotic; something like speed = (maxspeed-(1/agility)) in essence.


Sarge wrote:
With each of crawl, walk, jog and sprint to cap out at +25% of base speed.



I'm no programmer, but would it not also be solvable by programming max's for the speed bonus, at whatever stat level it is reached? eg. 'maxspeed =< (basespeed + 25%)' for each instance.
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Re: Suggestions/Ideas

Postby firemage » Fri Oct 16, 2009 12:03 pm

Sure.
But then Stats would only contribute to speed until the reach Level x. Over level x stat increases wouldn't raise speed anymore.

With peters suggestion every stat increase would increase speed, even if it's very low at high levels.
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Re: Suggestions/Ideas

Postby Sarge » Fri Oct 16, 2009 1:45 pm

firemage wrote:Sure.
But then Stats would only contribute to speed until the reach Level x. Over level x stat increases wouldn't raise speed anymore.


That was sorta the idea, else, if not capped, the speeds will get unrealistically fast - not so?
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