Tradeworking: Yet Another Idea

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

Tradeworking: Yet Another Idea

Postby Kubius » Wed Jul 28, 2010 6:45 pm

Tradeworking

Image

"I go, I work, I make."
Tradeworking allows you to build Economic Buildings, which are buildings specialized in a specific kind of job. They are made by building a generic Economic Building and then adding items which match a specific trade.
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-SNIPsnip- Ideas Below
Textile factory (textiles get Q bonus equivalent to buildingQ)
requires: Loom, Spinning Wheel

Butchering House (cut up carcasses here, meat gets +buildingQ)
requires: Butcher's Block, player-wielded Sharp Tool

Butcher's Block: 5 Stone, 2 Boards - looks like small stone counter with a wood top.
Last edited by Kubius on Thu Jul 29, 2010 4:13 pm, edited 6 times in total.
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Re: Tradeworking: Yet Another Idea

Postby Danno » Thu Jul 29, 2010 2:03 am

I don't think a picture and mock description are necessary (though sorta amusing)... Some of your ideas here have too many unimportant details and not enough important ones...


Anyhow, I think something like this could be a good idea. With these tradeworking buildings, maybe there would just be a few different sizes of building for you to choose from. Upon completion, maybe you'd get to choose an icon to display above the door outside (to indicate what the building is for). At the cost of protecting these large tools from decay, generally making your village look prettier, and possibly adding quality to your products (I think this sort of bonus would have to stay small), these buildings could have certain restrictions so they don't simply become replacements for the current buildings. For example, 2 cupboard maximum, no beds allowed, and no cellars allowed. The restrictions could possibly depend on the icon you chose upon completing the building (e.g. a pot icon wouldn't allow you to build an oven in the building).
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Re: Tradeworking: Yet Another Idea

Postby DatOneGuy » Thu Jul 29, 2010 2:15 am

Read the sticky Kubius. :|

Stop adding so many details, your 'details' wouldn't be used if it was implemented, they add unnecessary bulk to the thread making them pretty much a bad candidate to actually be read by loftar or Jorb in the case that they bothered reading most of these.

If you present them in a manner that is readable and leave out all the extra stuff you might get better responses from the regulars as well.
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Re: Tradeworking: Yet Another Idea

Postby Kubius » Thu Jul 29, 2010 2:34 am

Took your advice. Rectified original post a LOT.
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Re: Tradeworking: Yet Another Idea

Postby jorb » Thu Jul 29, 2010 2:43 am

Now -- on the other hand -- I have no clue what the skill is supposed to do. "Economic buildings"? Please be more specific. I think icons and lore text and whatnot provide a bit of a hint of what the skill is intended for. Sure, I wouldn't use it, but at least the OP spent some time on his suggestion. I don't think stuff like that detracts from the presentation.
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Re: Tradeworking: Yet Another Idea

Postby DatOneGuy » Thu Jul 29, 2010 2:53 am

Kubius wrote:Took your advice. Rectified original post a LOT.

The ideas were fine, they actually presented something that defined your idea a bit more, I meant stuff like how much wood something takes to make. :)

jorb wrote:Now -- on the other hand -- I have no clue what the skill is supposed to do. "Economic buildings"? Please be more specific. I think icons and lore text and whatnot provide a bit of a hint of what the skill is intended for. Sure, I wouldn't use it, but at least the OP spent some time on his suggestion. I don't think stuff like that detracts from the presentation.

Don't necessarily want to speak for him, but I believe he means for certain Professions as the different items he had listed were pretty much for certain professions to some extent.

When I at first read the topic I was thinking "Craftworking" similar to Dwarf Fortress, which I admit I thought would be cool.
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Re: Tradeworking: Yet Another Idea

Postby Kubius » Thu Jul 29, 2010 4:06 pm

To specify, economic buildings would be buildings that give a boost to a certain type of crafting or constructing if you put the tools of the corresponding trade inside them (for example, textile making bonus would require spinning wheel and loom.)

You'd need to have at least 2 objects for each trade, so for example a tannery would have to have tanning bins and a drying frame at the least, and a butchering building would, to give a more dynamic example, require a Butcher's Block and a Sharp Tool wielded by the player.

I'd have to agree with Danno on the matter of having signs, but perhaps the signs simply show an icon for what tradework the building is used for.

(original post rectified yet again)
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Re: Tradeworking: Yet Another Idea

Postby SacreDoom » Thu Jul 29, 2010 10:14 pm

I like those funny small skill icon pictures you make :lol:
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Re: Tradeworking: Yet Another Idea

Postby Kubius » Tue Aug 03, 2010 3:33 pm

Why thank you SacreDoom.

(note to jorb: thanks for considering my idea)
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