I've come up with a few changes/features that I would like to see in the game.
Better formatting in this pirate pad: http://piratepad.net/ep/pad/view/ro.nA0jhnDKeMd/latest
Changes to Roads:
Road Protection:
If a road is built on a village claim, it can be put in protected mode.
What this does is builds a new type of claim, a road claim, that extends
the width between the road sign and three tiles beyond the path point.
This claim does not protect property rights from thieves, only vandals,
and there is no tresspassing check, much like with villages. This
prevents decay so long as the attatched village idol remains powered.
If the attatched idol is destroyed, the road claim disappears.
The road adds an additional upkeep cost to the village.
Roadbuilding:
Roads are very simple to construct in their current state, and at the same
time, it is nigh impossible to create visually appealing ones, and I think
fast travel is too powerful to be given with such simplicity.
When you right click on a milestone or a roadsign, you will be given a flower
option for each of the roads attached to it. When you click on the road name,
a second flower will open with the options "Follow", "Travel Along", "Upgrade",
and "Mantain".
When you click on the upgrade button, a "build-sign" type of dialouge
opens on the milestone/roadsign, where you will have to bring certain items or
perform actions to upgrade the road. The first level of upgrading a road, does not
require materials, each "item" required in the buildsign just requires one to take
the equivalent action of stomping to dirt 5 times for each segment in the road's
length.
When you click the maintain button, any broken, damaged , or wrong tile parts of
the road will require the materials to rebuild at the actual cost of those items.
So one tile of stone askew requires one stone, and one grass requires one "stomp".
A road does not downgrade to the previous level until the road becomes 90% damaged.
Walking onto a level 2 or higher road displays, "You are on [roadname]", much like
what displays when you enter the territory of a village.
Level 0 Road:
This road is composed of only signs or milestones.
This type of road does not require village attachment.
This is the baseline, and requires only the signs to be built
You may follow this path.
You do not have the ability to "travel along" or fast travel on this
type of road.
This type of road cannot extend a road claim onto a new road
Level 1 Road:
This road is composed of signs and a 1 tile wide path of dirt.
This type of road does not require village attachment.
Requires 5 "stomps" for each segment to build.
You may follow this path.
You can fast travel along it, however each mini sign or stone on the
road that you "pass" has a 3% chance of belaying you when you do so.
This type of road cannot extend a road claim onto a new road
Level 2 Road:
This road is composed of signs and a dirt path the width of the claim.
This type of road does require village attatchment.
Requires 30 "stomps" for each segment to build.
You may follow this path.
You can fast travel along it, however each mini sign or stone on the
road that you "pass" has a 1% chance of belaying you when you do so.
This type of road cannot extend a road claim onto a new road
Level 3 Road:
This road is composed of signs and a paved path the width of the claim.
This type of road does require village attatchment.
Requires 30 stone for each segment of the road
When following this path, you can level 3 run at no cost, and level 4
run at level 3 run cost on a plain or paved surface, with or without a cart.
You can follow with a horse at level 2 at no cost, level 3 at crawl cost,
and level 4 at walk cost. Animal pulled carts travel at max speed with
no cost
Fast travel cannot be interupted unless the path is blocked.
This type of road can extend a road claim onto a new road on a network
attatched milestone, which is its own seperate claim from the creator
claim, which incurs a further upkeep cost at the idol.
Level 4 Road:
This road is composed of signs and a paved path covering the whole claim,
the claim is expanded by one tile on each side, and paved, possibly in a
different stone type.
This type of road does require village attachment, and can be attached to
multiple villages which will share the upkeep cost equally.
Requires 10 stone for each segment of the road.
When following this path, you can level 3 run at no cost, and level 4
run at level 3 run cost on a plain or paved surface, with or without a cart.
You can follow with a horse at level 2 at no cost, level 3 at crawl cost,
and level 4 at walk cost. Animal pulled carts travel at max speed with
no cost
You can fast travel to the end of any road in the network that starts on
a level 4 road. A milestone connected to a level 4 road is given a new
model and works differently than any other roadsign-like. When you right
click on it, it gives you choices of intersections that are connected
directly to the milestone, as well as the endpoints that are directly
connected. If you click on an intersection in the flower menu, you are
given all of the level 4 intersections that are connected to the
intersection you clicked on, as well as the endpoints, ad infinitum.
You can only fast travel 1 point ouside of a level 4 network, meaning,
you can travel to the end point of any level 1, 2, or 3 road that is
directly connected to a level 4, but if there is a level 1, 2, or 3,
between the starting point and desired endpoint, you will have to stop at
the 1, 2, or 3 and manually travel to the next point. You can always be
stopped by obstacles in the way, and you are subject to the random
belayment of lower level road's fast travel rules.
This type of road forms a large network of roads, and as such can be
connected to multiple villages. Each village in the network shares an
equal portion of the accumulative upkeep cost for the claims directly
connected to level 4 networks. Road claims that are not directly connected
are still the sole cost of the village who connected them.
Changes to Combat:
Combat Discoveries:
Allow player to gain combat styles from other players, but each combat
discovery made from another player deals HHP damage, and appear on the
wound screen as "discipline" or preferably "disciprine", which deals
between 1 and 75 damage. These discoveries are only available in the
spar setting, not in regular pvp. "Disciprine" heals 3x slower than
leech burns, which it can be converted into, and can be cured completely
with the root heal thingy. What move you discover should be determined
by what defense was broken, and what attack was used, and should have
a little random thrown in too.
Combat Cards: (Some of this may require world restart or wipe of maneuvers
from currently existing characters)
Lessen the amount of wieght that strength carries in damage calculations
and instead add 1 damage and .5% greivous damage for the number of copies
of a combat card each character possesses, so if you have 5 punch cards,
you'll deal 15 damage, and 12.5% grievous damage with punch. Defensive
maneuvers should gain an extra 2.5% weight for every copy. The number of
of cards you can have should be controlled by int (say 1/4th int is the max
cards you can have grand total, through all maneuvers) Maybe start with all
of the same beginning maneuvers, but only one copy each.
Ability to discard unwanted combat cards.
Ability to name decks
Ability to swap decks mid-combat with a cooldown.