Hearth vaults.

General discussion and socializing.

Re: Hearth vaults.

Postby rozn » Fri Jul 08, 2011 10:46 pm

A quick soloution so they can't move from vault to vault is to have a 30h waiting period before you can move your hearth elsewhere. Then, like Kaois siad, if you do wait the 24h period for the ram to dry then the hearth will have to be in there.
Certainly, in taking revenge, a man is but even with his enemy; but in passing it over, he is superior; for it is a prince’s part to pardon. - A wise friend.
User avatar
rozn
 
Posts: 1386
Joined: Sun Apr 11, 2010 2:18 pm
Location: A wonderful place called

Re: Hearth vaults.

Postby Sevenless » Sat Jul 09, 2011 12:50 am

rozn wrote:A quick soloution so they can't move from vault to vault is to have a 30h waiting period before you can move your hearth elsewhere. Then, like Kaois siad, if you do wait the 24h period for the ram to dry then the hearth will have to be in there.


Mmmm, might be better to word it "You can't build another Hearth for 30 hours after your last one was destroyed." It would be a cheap dirty fix that would have flaws I'm sure.

First one being: People would probably stop building hearth fires and just afk inside vaults.

I'm not sure it provides enough of a fix to warrant being put in. Vault abusers would have to try harder to keep themselves virtually invicible, but it would still be doable.

Ah, second problem :/ Noobs without a village would get screwed hard if they ever tried to move their HF.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Hearth vaults.

Postby General-GSP » Sat Jul 09, 2011 1:13 am

rozn wrote:A quick soloution so they can't move from vault to vault is to have a 30h waiting period before you can move your hearth elsewhere. Then, like Kaois siad, if you do wait the 24h period for the ram to dry then the hearth will have to be in there.


I'd only build vaults that take 48 hrs minimum to breech.

Edit: Found this. http://bayimg.com/jAjJcAAda

Is this a Vault?
Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity.
General-GSP
 
Posts: 24
Joined: Sat Apr 30, 2011 1:45 am

Re: Hearth vaults.

Postby Sevenless » Sat Jul 09, 2011 1:27 am

General-GSP wrote:
rozn wrote:A quick soloution so they can't move from vault to vault is to have a 30h waiting period before you can move your hearth elsewhere. Then, like Kaois siad, if you do wait the 24h period for the ram to dry then the hearth will have to be in there.


I'd only build vaults that take 48 hrs minimum to breech.

Edit: Found this. http://bayimg.com/jAjJcAAda

Is this a Vault?


Unlikely. People are going to be tracking scents like mad to a vault, so they don't tend to pretend they're anything else. You won't see crops in any vault I've ever heard of. Just looks like a fairly secure hermitage.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Hearth vaults.

Postby DatOneGuy » Sat Jul 09, 2011 1:32 am

To fix the problem you need to first describe the differences between vaults, villages, and secure hermit settlements, then you need to come up with what vaults do to break away from the other two, and how you can make them vulnerable or force people into making something more similar to the others to feel 'safe'.

Vaults are going to start getting a LOT more ridiculous soon, and I hope so, SO much it doesn't come to it.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
DatOneGuy
 
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: Hearth vaults.

Postby sabinati » Sat Jul 09, 2011 1:48 am

the hearhfire thing, imo, should work thusly: only characters with active, summonable scents would have any difference from the current rules regarding when you can build a new hearthfire. the scents must be tracked to within a reasonable distance of the hearthfire and a new option "lock hearthfire location" would be available to the tracker. this would prevent perps from building a new hearthfire for the remainder of the duration of their scents.

this and a few other minor things might make it more reasonable.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Hearth vaults.

Postby General-GSP » Sat Jul 09, 2011 2:03 am

better protect the shit out of your rangers. goodguys would suffer the most.
hmmm what would i do... maybe make a few shit disposable guys, raid some shit noobs and wait. then you raid my vault that takes a strong box basher. I then track that guy and lock his HF for leaving scents and proceede to siege the "goodguys".

What I see happening in the situation is a world 3 Sodom vs. A.D. everyone else is fucked by which ever one (or ally) they happen to piss off. because they own mega fortresses and and army of people to defend them.

As i think about this i feel it would cause the destruction of most "evil" people and a lot of "good" people trying to take them out.

Edit:
What is your over all goal with the locking HF's idea? to have haven be a safe Farmville game where no one commits crimes cause you will most likely die and can do nothing about it.
Or do you want all the power to commit crimes to rest in the hands of the few big factions that can build and defend a big vault?
Both are very likely
Last edited by General-GSP on Sat Jul 09, 2011 2:12 am, edited 1 time in total.
Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity.
General-GSP
 
Posts: 24
Joined: Sat Apr 30, 2011 1:45 am

Re: Hearth vaults.

Postby rozn » Sat Jul 09, 2011 2:04 am

sabinati wrote:the hearhfire thing, imo, should work thusly: only characters with active, summonable scents would have any difference from the current rules regarding when you can build a new hearthfire. the scents must be tracked to within a reasonable distance of the hearthfire and a new option "lock hearthfire location" would be available to the tracker. this would prevent perps from building a new hearthfire for the remainder of the duration of their scents.

this and a few other minor things might make it more reasonable.

Sounds sane, hearthvaults would still have to be rammed but at least you can't run when your enemy comes and gets you.
Certainly, in taking revenge, a man is but even with his enemy; but in passing it over, he is superior; for it is a prince’s part to pardon. - A wise friend.
User avatar
rozn
 
Posts: 1386
Joined: Sun Apr 11, 2010 2:18 pm
Location: A wonderful place called

Re: Hearth vaults.

Postby boshaw » Sat Jul 09, 2011 3:09 am

Sevenless wrote:
General-GSP wrote:
rozn wrote:A quick soloution so they can't move from vault to vault is to have a 30h waiting period before you can move your hearth elsewhere. Then, like Kaois siad, if you do wait the 24h period for the ram to dry then the hearth will have to be in there.


I'd only build vaults that take 48 hrs minimum to breech.

Edit: Found this. http://bayimg.com/jAjJcAAda

Is this a Vault?


Unlikely. People are going to be tracking scents like mad to a vault, so they don't tend to pretend they're anything else. You won't see crops in any vault I've ever heard of. Just looks like a fairly secure hermitage.



That's a vault it's called Red Rock or w/e and I have tracked scents to there before.
User avatar
boshaw
 
Posts: 1590
Joined: Tue Jun 01, 2010 10:22 pm

Re: Hearth vaults.

Postby SaintGilbert » Sat Jul 09, 2011 3:32 am

How about trebuchets?

Trebuchets would require a new technology - siege mechanics - it would cost 150 boards, 100 blocks of wood, 100 stones or 200 clods of soil, 25 rope, and a few dozen beautiful dreams. They could be built anywhere due to their superior building nature, but they would not be able to be fired when moved. Rather, they would have to move like a giant cart, and be unpacked on site. They could fire giant boulders (carved from rocks), runestones, furniture, or other liftables, and carcasses.

The caveat is they suck at destroying walls; unless your engineers (the guys running the thing) are superior marksmen (skill), it will take 48 hours to break down walls. This is because trebuchets fire only one large stone at a time; if it is used by poor marksmen, stones will be lobbed over or before the walls, maybe hitting houses within the walls.

BUT the trebuchet can destroy vaults twice or three times as fast as rams can, for balance reasons.

-----
'It has been proved a hundred times over that if you really wish to enrage people and make them angry, even unto death, the right way to do it is to tell them that they are all the sons of God.' - G.K. Chesterton, "The Defendant" - 1901

'It is no fault of Christianity that a hypocrite falls into sin.' - Saint Jerome, d. 420 AD
User avatar
SaintGilbert
 
Posts: 151
Joined: Sat Jul 02, 2011 9:45 pm

PreviousNext

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Amazon [Bot], Claude [Bot] and 2 guests