Claim and Village types.

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

Claim and Village types.

Postby sonerohi » Wed Jul 14, 2010 12:08 am

Intended to provide variety to claims and villages, and allow them to specialize.
Village - restriction levels, outposts, position assigned.

Claim Types
Currently, there exists the one sort of claim, no matter what the intended purpose of the claim. To change this, I propose that we can establish said purpose from our claim post, with the decision being irreversible save by unclaiming and reclaiming the land. There would be benefits and drawbacks to each type, some ideas I had being:

- Lodges (hunting and fishing)
Built sturdily in the heart of nature, a good lodge is a hunters friend.
Setting your claim as a lodge would cause several changes involving decay and wilderness levels. Hearthfires on a lodge claim do not contribute to civilization levels in the area, preserving the level of game. Changes to fishing could be made, like speed of catch or extending the amount of fish in a spot (since fish is now limited). Animals would be allowed to spawn on the claim also. Some drawbacks might be that the abundancy of game is tied to the trees in the area rather than the current system, preventing extensive logging and building in the area. Decay damage would be lowered and speed ticked up a touch, lending to steady levels of superficial damage, but plowed land would disappear much swifter and stone not used as foundation would get weeds and be overgrown. Tamed animals would revert to their wild states over time also. This claim type suits the more out and about player that needs an infrequent, non needy base of operations.

- Villas
The man who dominates luxury can live a gilded life.
A claim changed to a vista would be the fundamental opposite of lodges. Animals would be tamed easier on these claims, roads and fields last ages, and civilization changes are twice as dramatic. On the downswing, trees would grow at 3/4 the speed, or some other non gamebreaking reduction, and animals would actually try to stay away from these claims. Decay hits could come in slower but hit harder, lending to mild but infrequent repair costs. These claims would allow day to day farm life to be stabler and less demanding on a players time.

Village Types
Not so much the type of the whole village, but the ability to designate 'zones' as such at different banners and statues.

- Outpost zones
Far off in a sturdy tower, sights were seen. The news must reach the village.
Setting a banner or statue to be an outpost zone would make them much like lodges. Decay would be slowed and wilderness levels would be maintained. However, a zone designated as an outpost would have a higher rate of drain on authority. These zones would allow a village to extend fortified tendrils into an area before claiming, and help give forewarning to the city proper.

- Position associated zones
A final vote made him Chieftain. Time to inherit his throne.
These zones would, as the name suggests, be tied to a position. This allows for official quarters for the rulers and for secure purpose suited zones. Gates built on these zones would not have copyable keys. When a person is removed from a position, they lose the keys tied to it automatically, and an appointed person receives them automatically. This lets, for example, a Hirdsmen Hall to be an armory for Hirdsmen only, with no fuss over accessability and key security.

Feedback is appreciated, and building upon this even more so.
sonerohi
 
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