Map reset

General discussion and socializing.

Re: Map reset

Postby dasneik » Sat Aug 08, 2009 11:02 am

PhaedrothSP wrote:There'll be more water on the new map right?
Maybe some rivers, lakes or ponds?

I just find the lack of any other bodies of water, aside from the few around the Ring and the lake, kind of sad.


I wish we could dig adjacent to water tiles to create rivers/streams.
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Re: Map reset

Postby PhaedrothSP » Sat Aug 08, 2009 12:30 pm

dasneik wrote:
I wish we could dig adjacent to water tiles to create rivers/streams.

...Or maybe a moat, for extra protection?
probably implement a draw bridge thing, so even if someone had the keys to a gate, they'd need the bridge lowered to even touch it?
Of course building the bridge might require a more advanced mechanics skill.
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Re: Map reset

Postby VoodooDog » Sat Aug 08, 2009 12:50 pm

and we have to build castles, fortress and so on *lala

is the new map bigger ?
i hope so a minimum of 4times bigger
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Re: Map reset

Postby poltifar » Sat Aug 08, 2009 12:53 pm

I want adamantite. With demons guarding it.

Also, volcanoes and other magma-stuff.
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Re: Map reset

Postby Jfloyd » Sat Aug 08, 2009 1:09 pm

Screw gold....fuck Adamantium....We want fuckin' Feldspar!
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Re: Map reset

Postby Thursday » Sat Aug 08, 2009 2:10 pm

That's really good to hear Loftar. I just burned 4 smelters full of iron ore.

Got like 12 pieces of Cast Iron. Feels bad man.

But seriously, I wonder how we're going to detect mining points? The dowsing rod makes sense for finding well points, but I have no idea what you'd use for finding ore points, since in real life most prospecting involves taking soil samples from places you already suspect to be rich in ore. Going around digging random holes as a sort of "hot/cold" game sounds tedious, but if every time you dig with some sort of "mining" skill turned on it throws up a pie, then that might be cool.

Maybe based off exploration? I'll say that I'm personally looking forward to that skill having more uses than just tracking down criminals.

All speculation of course.

By the way, is there some way to tell in-game when a map-gen is coming? People started mentioning it, and I had no idea how they got the info.
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Re: Map reset

Postby loftar » Sat Aug 08, 2009 3:28 pm

Thursday wrote:But seriously, I wonder how we're going to detect mining points?

Jorb and I haven't discussed it in detail yet, but we are agreed that finding mining points will be far from trivial.

My mental model for quite time is indeed that you go around prospecting for ore, in such a way that when you've examined the minerals of a point, you'd get an indication of how rich that point is in minerals (from, say, 0% to 100%, where 100% would mean that it would be possible to build a mine at that point) -- that way, you'd have to "home in" on the mining point by trying to find the direction in which the mineral content increases. It would probably be possible to detect trace amounts of mineral from quite large distances (though not too large, seeing how it should be hard).

I do wish that I could make it a little more exciting, though. One thought might be that it would require some "chemicals" of some kind, which would be consumed when prospecting. That way, the whole process would be larger and more complex than just following the mineral trail, which would, at least, make it a bit more varied (and it would be reasonable to detect mining points from further away, as well).

I'm not sure yet, though. We might make it something completely different after discussing it.
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Re: Map reset

Postby Thursday » Sat Aug 08, 2009 4:35 pm

Perhaps have it so that mining gives you the ability to craft "samples", which requires a piece of clay and some water, perhaps a sift if it really needs another investment.

When you activate the sample, it throws out a pulse and ring, just like tracking a person. If the mining point is on the screen, then it shows up when you use this, and then you can place your build sign on it.

This uses all stuff in the game already, and since water would be consumed each time you made a sample you'd have to either keep a lot of buckets on hand, or be close to a water source like the prospectors during the gold rush did (though they would typically sift the silt itself, then follow the river if traces showed up).

Though your idea is cool because you have the option for poor mines where the mineral content is low, so ore smelted there has a slimmer chance of yielding metal. People might make mines like these if they can't find a 100% point, or if they place a mine for convenience (or storage).
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Re: Map reset

Postby kobnach » Sat Aug 08, 2009 5:32 pm

loftar wrote:
Thursday wrote:But seriously, I wonder how we're going to detect mining points?

Jorb and I haven't discussed it in detail yet, but we are agreed that finding mining points will be far from trivial.

My mental model for quite time is indeed that you go around prospecting for ore, in such a way that when you've examined the minerals of a point, you'd get an indication of how rich that point is in minerals (from, say, 0% to 100%, where 100% would mean that it would be possible to build a mine at that point) -- that way, you'd have to "home in" on the mining point by trying to find the direction in which the mineral content increases. It would probably be possible to detect trace amounts of mineral from quite large distances (though not too large, seeing how it should be hard).

I do wish that I could make it a little more exciting, though. One thought might be that it would require some "chemicals" of some kind, which would be consumed when prospecting. That way, the whole process would be larger and more complex than just following the mineral trail, which would, at least, make it a bit more varied (and it would be reasonable to detect mining points from further away, as well).

I'm not sure yet, though. We might make it something completely different after discussing it.


*sigh* This sounds interesting - but if it comes on right after map reset, it'll be a PITA. Everyone will be in temporary settlements - which will need walls etc etc - intending to move when their group discovers a mine. (OK, maybe not everybody; there must be some nature people not planning to settle in a group that includes industry people....) But the thing is, iron is vital for defences, making an iron mine a necessity not a luxury. And given that some people prefer stealing to production, those temporary camps will need defending.... doubly so if the prospecting chemicals take time to produce, and thus can be stolen during that process ... but the defences need metal. Not a good idea, in terms of playability.

It has to be possible to accumulate the tools needed to make defences, even in an environment of random theft and grieving.
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Re: Map reset

Postby Peter » Sat Aug 08, 2009 5:45 pm

I see what you're saying, Kobnach, but I think that this might have some really interesting effects. Let's not forget that we will be able to bring just a few bars of metal, so there will be some protection.

I kind of like the idea of everyone being thrown into a new, harsh world with only what they can carry.

Speaking of which; will we be finding the new plants growing wild? It's surprising how quickly seeds fill up your inventory.
Surprise.
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