Unique and Semi-Unique constructions.

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

Unique and Semi-Unique constructions.

Postby Chakravanti » Thu Mar 11, 2010 3:02 am

I think it would be nifty to see a system of unique and semi unique buildables. These objects would be very expensive for minor permanat time-based buffs. E.g. an extra wyrd per ritual during a new moon for an object requiring a dozen steel and a nugget of gold. The building of such objects would be tied to authority and village membership.

I don't see another system of determining who should recieve buff from such objects but i would think that if private and village claims were integrated into some cumulative accruement of function that this would make it more reasonable and attainable by smaller settlements.

Unique objects would of course be globally unique and semi-unique would be unique to each village. I should think that this owuld integrate with religion in that some semi-uniques would be incompatable.

The way I ouwld see these things work is to only have one semi/unique buildable at any given time available to be built, globally. That the first to build said object changes the availability to a different object. What object is available is also based on seasons. These objects would be idols of a sort to memorable characters and/or troupes from past ages (such as the 'statue of blaze'), well known norse, germanic, and slavic deities. Lesser spiritual figures such as sprites and the like would definitely be excellent 'semi-unique' objects. Buffs should not be cumulative but the strongest one should apply. If they were to be cumulative in some fashino they should not be fully cumulative. For example the strongest one might give it's full buff and thereafter others might give a fraction of their buff. Overlaps might not always apply depending on the condition of the buff and naturally only if said buffs are the same anyway.


This isn't an idea of any immediate concern obviously. Would require a fairly complex system and a complicated decision about how to handle half-built statues various people would be working on once the first one is built and the given object no longer becomes available to be built but it's a nifty quest-ish type thing that would provide us with distraction from time to time and one of the things I think people love about this game far more than the aspect of character development is the building of cool shit and owning that construction. it would also, obviously require a fairly large list of available things to cycle through attatched to seasons and tod and such. And then of course...the art for all of that.
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Re: Unique and Semi-Unique constructions.

Postby Nanothnir » Thu Mar 11, 2010 3:52 am

Sounds interesting, but the First In Best Dressed is kinda unfair for the Villages that will never find Mines or anything of the sort due to mass Mine Hunts done by Griefers and the Destrutive Russians alike. Where they find the mines and just half build them to remove them from Radar. And communities where people are not on long enough would be at a constant disadvantage...

And what kind of Benifits would we be talking about anyway???
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Re: Unique and Semi-Unique constructions.

Postby Chakravanti » Thu Mar 11, 2010 4:03 am

No one said these things must be made of metal.

Mines must be fully built to be removed from a radar.

Also benefits would be insiginificant I would propose something that buffs already existing gameplay. For example during a given season/moon/tod diversity of foods might provide a freebie FEP for 2/3 new foods instead of 1/2. Minor shit like this that is NOT a direct stat buff but a small token of addition to development through otherwise regular actions. An extra wyrd or so during the right season/moon phase etc. for actions preformed. These things should be significantly underpowered so as to provide an indisputable prupose in gameplay whose benefit is miniscule enought o be debateable but gives players something constructive to add to their village that also serves as decorum, themeatic aesthetics and gives a sense of unique culture. I thought of this somewhere between blaze's statue and playing freeciv and building 'wonder of the world'.
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Re: Unique and Semi-Unique constructions.

Postby sabinati » Thu Mar 11, 2010 4:06 am

sounds cool
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Re: Unique and Semi-Unique constructions.

Postby theTrav » Thu Mar 11, 2010 4:10 am

I like the idea of unique and semi unique items.

Not sure if it really needs to come with a benefit beyond simply having the only one
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Re: Unique and Semi-Unique constructions.

Postby Nanothnir » Thu Mar 11, 2010 4:13 am

Chakravanti wrote:Mines must be fully built to be removed from a radar.
Odd, found a Construction Sigh for a mine in the wilderness near the end of the last map with only one Built Block in it, but the Rustroot Extract I was using didn't pick it up...

Chakravanti wrote:Also benefits would be insiginificant I would propose something that buffs already existing gameplay. For example during a given season/moon/tod diversity of foods might provide a freebie FEP for 2/3 new foods instead of 1/2. Minor shit like this that is NOT a direct stat buff but a small token of addition to development through otherwise regular actions. An extra wyrd or so during the right season/moon phase etc. for actions preformed. These things should be significantly underpowered so as to provide an indisputable prupose in gameplay whose benefit is miniscule enought o be debateable but gives players something constructive to add to their village that also serves as decorum, themeatic aesthetics and gives a sense of unique culture. I thought of this somewhere between blaze's statue and playing freeciv and building 'wonder of the world'.


Now that sounds a bit better, I too thought of where you were coming from but when I was looking at it, one village could build all the Uniques before anyone even has a chance. I mean thats what I do when I play Freeciv myself. Because they are unique the most advanced village will be able to build it earlier then those that just join. Its not like we ALL started at the same time. But none the less. It has promise...

Perhaps though when it reads Unique, it only means to that Village. Every village in the world could have a 'Blaze Statue' but there can Only be one in that village, and the Semi Uniques can have a limited number built per village...
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Re: Unique and Semi-Unique constructions.

Postby sabinati » Thu Mar 11, 2010 4:19 am

but then they wouldn't be unique or semi unique
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Re: Unique and Semi-Unique constructions.

Postby Chakravanti » Thu Mar 11, 2010 5:05 am

Only one Unique or Semi Unique item can be built at any given time globally. The idea that some items may conflict with other would prevent one city from building all uniques.

Furthermore some items may have drawbacks or their buffs may be cyclic against debuffs.
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Re: Unique and Semi-Unique constructions.

Postby theTrav » Thu Mar 11, 2010 5:32 am

Chakravanti wrote:The idea that some items may conflict with other would prevent one city from building all uniques.

hard conflict? "you cannot have both the giant cow egg, and the dragon statue at once"
or soft conflict? "the Golden fox gives you a boost to fox FEP's, but if your village also has a Jade Chicken then any chickens put in your coops at night will be killed"
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Re: Unique and Semi-Unique constructions.

Postby Chakravanti » Thu Mar 11, 2010 6:08 am

Both actually. The interaction between soft conflict may make a given combo desireable and undesirable depending on conditions and cycles. Some may directly conflict As opposite morale.

It occurs to me that under favorable conditions a given construct might also buff metal or crop production rates.
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