Potjeh wrote:Road-based fast travel where you can be waylaid. You can choose to take a no-value alt and guarantee losing all the goods if you're waylaid, or you can bring a party of developed combat characters and risk losing them but have a good chance to wipe out the highwaymen and save your goods.
Xcom wrote:Sounds interesting. But would it still work across any terrain and between layers (as in mines)?
It sounds a bit redundant though. You would obviously always scout with an alt before sending the main in right after. It would make any fast travel a 2 step process. Its not as if anyone would use the system if it wasn't safe. I for sure wouldn't use a fast travel that had a 5% chance of killing me every time I had to use it. It's not as if anyone using such a system would refraim from using it unless they had a 10 man rescue team standing by every time you got waylaid. If such a requirement would be needed the system would only be built and used by the top faction with that many active members at any given time. Anyone else would try and circumnavigate the risk or if not possible to get around the risk, just never build such a road as it would be to risky using it in a perma death game.
Potjeh wrote:I could not parse any of that. Could explain what you're trying to say as if I never played H&H?
Tonkyhonk wrote:Potjeh wrote:I could not parse any of that. Could explain what you're trying to say as if I never played H&H?
not sure what you do not understand, potjeh, or maybe its just my horrible english skill.
bottom line is that its usually regarding inter-village teleport when many of you criticize teleports. or at least that was what i thought you all were discussing. lately i pondered again on what it means to have no teleports in haven or this road-requiring teleports and thought that removing simple domestic crossroads, which allow us an easy access to village facilities, is nothing but another incentive for botting daily routines or using alts for transportation purpose only(as you dont need your best char to carry things walking). you have to have the perfect plan from the very start of the village building if domestic teleports also require perfect roads for that.
as for details on what would be considered "convenient" or not, i cannot really tell because we have no idea what part of the game will stay and what will not. what i imagine being implemented may be different from what loftar and you have in mind, too. if current brickwalls stay as they are, and if this "open" roads means no walls in between, then itll surely be very hard for many players to redesign the village for roads, especially in the earlier world. not everyone starts as a huge village like a big faction does.
Potjeh wrote:You can teleport via road leading through a gate if you have a key for that gate. Voila, problem solved.
Lunarius_Haberdash wrote:So fast travel is still going to be a thing... How disappointing.
Tonkyhonk wrote:lately i pondered again on what it means to have no teleports in haven or this road-requiring teleports and thought that removing simple domestic crossroads, which allow us an easy access to village facilities, is nothing but another incentive for botting daily routines or using alts for transportation purpose only(as you dont need your best char to carry things walking).
Potjeh wrote:You can teleport via road leading through a gate if you have a key for that gate. Voila, problem solved. I'm really not understanding the thing about special design requirements for the village. You're going to have free routes for walking to any point in the village anyway, you'd just need to plop down some milestones on them.
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