Island/Continent Based Map?

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Re: Island/Continent Based Map?

Postby parisparisparis » Mon Jun 10, 2013 4:22 pm

Dill wrote:If we are going to have oceans in haven then we need dock and ship support. Row boats wont do much with oceans.


Have real sailboats with sails. you would have to control sails according to wind (wind can be in nodes form)
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Re: Island/Continent Based Map?

Postby Jackard » Mon Jun 10, 2013 5:19 pm

Dill wrote:If we are going to have oceans in haven then we need dock and ship support. Row boats wont do much with oceans.

You new guys don't even try to search, do you? viewtopic.php?f=7&t=2332
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Re: Island/Continent Based Map?

Postby krikke93 » Mon Jun 10, 2013 6:50 pm

Jackard wrote:
Dill wrote:If we are going to have oceans in haven then we need dock and ship support. Row boats wont do much with oceans.

You new guys don't even try to search, do you? viewtopic.php?f=7&t=2332

Why hasn't this been implemented yet ;_;
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Island/Continent Based Map [IDEA]

Postby krikke93 » Mon Jun 10, 2013 8:05 pm

So, I've been thinking about this alot so I'm coming with some suggestions that popped into my head:

Oceans could look something like this (a picture I made in a past suggestion):
Image
1 - Ocean's Depths (deeper than lake depth and has some new fishies like sharks)
2 - Shallow Water
3 - Deep Water (Like it is now)
4 - Sand
5 - Forest Terrain

With a rowboat you can only trespass shallow and deep water, you cannot travel the ocean's depths with it. In order to do so, you'll need a colony ship.
Image

This "Colony Ship" can only be built on the shoreline, on sand tiles. It would require a shitload of boards, linen cloths, steel frames, boneglue and wood blocks. You also need the skill "Sailing" or "Colonisation".
The boneglue will take some time to dry.
The Colony Ship requires two people with each two ropes equipped to be pulled forward on the sand and shallow water into the Ocean's Depths. Once in deep water, it cannot go on land or shallow water anymore.
When built, the Colony Ship will require a captain, which will be the first person to enter the ship once in water. From then on, the captain needs to be aboard in order for the ship to move.
The Colony ship would require a minimum of 4 people and a maximum of 10 to sail across the ocean's depths.

Every hearthling first entering the world will spawn on normal forest terrain as it is now on the central continent. Other continents will contain a different kind of forestation, like jungles.
Those other continents will also contain higher quality and quantity nodes as the continent where we start on.

Once your hearth fire is built on this magnificent paradise, you won't be able to invite friends through your hearth secret. They can only spawn on the main continent and will have to cross the sea with a ship and the Sailing skill.
This paradise will be clean of new hearthlings and alts. Only hearhlings with the sailing skill (which would be kinda expensive compared to others, even murder) can enter a ship and are therefore able to live in "paradise".
Ofcourse this paradise will also contain our biomes as we know now. Mountains, mudflats, grasslands, etc etc.
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Re: Island/Continent Based Map [IDEA]

Postby Kearn » Mon Jun 10, 2013 10:33 pm

krikke93 wrote:fun idea thing


this is super cool and would definitely make the game way better

would colony ships have rowboats or something on them? after all they apparently cant get into shallow water

i like the different continents having their own biomes like jungles and tundra and w/e, makes it more like the europeans exploring the new world instead of the same tired gimmick of being put on a box in the middle of an infinite continent that has a billion rivers and lakes and is closer to some kind of weird freshwater archipelago than a continent

also i like the other continents having good resources nodes (or a higher base? i dunno) but i'm concerned these will inevitably fall to people loading ship after ship with alts and spamming pclaims over every single node and making the game suck like it does right now there needs to be some kind of motivation to keep your village and its claims all in one area instead of claiming a billion different places grids apart and crossroading to them all on a whim and then drinking or smoking your sorrows away in 2 minutes to do it again

i'm also concerned about the cost in lp of the sailing skill or w/e because judging by the size of the ship itself the cost will be excessive and thats not including the logistical issues of stranding yourself in the middle of nowhere, if this was going to happen it would need to be practical for people to build instead of just the gigantic metropolis alliances that have access to the necessary resources

also more animals if this happens having a whopping 4 types of wild animals (2 of which will actually attack you) is lameee i want gigantic spacemonkeys for jungles or something i dunno

also yes to special crops that only spawn and only grow on other continents, trading will actually be a thing instead of mass murder for that guy next door's q55 clay because why not

seriously though trading and cooperation are horribly underrated in this game, if there were motivations to trade and keep to a small area and also special crops and other things found only on other continents the trade in this game would pick up and the random murders would probably go down (would probably also help if rangers didn't leave scents when they kill criminals)

tl;dr making far off continents of (very large size (20+ supergrids each?)) with higher quality resources and their own special crops and minerals would make trading a thing, limiting the extent of towns and the ridiculous pclaim spam from throwing a few metal curiosities on alts for 2 days by nerfing crossroads and other mysterious fixes i havent thought of yet would help too

also make coins useful for something

probably some stuff i left out or screwed up in this post oh wellll
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Re: Island/Continent Based Map?

Postby g1real » Tue Jun 11, 2013 12:08 am

loftar wrote:I'm in the process of considering how a new map generator should reasonable be made. So far I haven't made any great progress, but rest assured that the last map reset wasn't the last ever, at least. :)

Archipelago setting, mucho seas with smaller islands. Bigger continent in the middle with a high quality node in the middle for factions to war over, size 20 by 20 supergrids. Smaller islands all around, some connected by long caves. Ships with cannons to siege islands and the continent with.

Ah I wish I knew how to program, generating worlds is definitely one of the more interesting aspects of designing a game.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Island/Continent Based Map?

Postby Driocku » Tue Jun 11, 2013 1:17 am

Inverse/switch the land and water tile generation algorithms.
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Re: Island/Continent Based Map [IDEA]

Postby mvgulik » Tue Jun 11, 2013 1:18 am

See below
Last edited by mvgulik on Tue Jun 11, 2013 1:40 am, edited 1 time in total.
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Re: Island/Continent Based Map [IDEA]

Postby Jackard » Tue Jun 11, 2013 1:28 am

mvgulik wrote:Of course you should be able to travel the ocean type with a rowboat. ... While taking some general consistent decay on the rowboat of course. (slower speed too I think)
(Think its also needs the ability to repair a rowboat while your in it.)

Man that's way too annoying and convoluted. If you wanted to give incentive for sailing then just have rowing drain your stamina.
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Re: Island/Continent Based Map [IDEA]

Postby btaylor » Tue Jun 11, 2013 9:04 am

krikke93 wrote:Image


All I can imagine is this ship being surrounded on all sides by a group of rowboaters with 1,000 strength each and being sunk, followed by a tastefully written rage thread on the forum. :lol:
The unfed mind devours itself. - Gore Vidal
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