Hearth vaults.

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Re: Hearth vaults.

Postby ysbryd » Sat Jul 09, 2011 8:58 am

My suggestion...

(first off, I admit I know very little about the seige system and I am perfectly willing to be shot down in flames over this)

Guy one commits a crime and retreats to HV.

Guy two collects scents from crime, tracks criminal to HV and clicks 'Accusation' on wall using the scent, which then is destroyed, and thereby disables movement of hearthfires and use of crossroads for say a 30x30 radius within that wall for a period of 48hrs

Scents cannot be used again for this purpose within that 48hr period.

Wall will be marked as 'locked' and timer shown

It would still take camping of a ram, but a commitment could be made by larger factions to maybe take shifts etc for this purpose, which would also mean that this mechanic would only be used when a deal of evidence was available and the problem was large.

The 48hrs allows for gathering of forces for attack/defense

Yes the criminals would just build bigger vaults etc, but sites for these are less available, and do take more effort to maintain and monitor

edit,, another option would be to just lock the porting and HV of the criminal scented...
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Re: Hearth vaults.

Postby SaintGilbert » Sat Jul 09, 2011 10:20 am

rozn wrote:
SaintGilbert wrote: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.

-----

Then you still have to identify what a vault is and 48 hours sounds worse then the ram :P

Also when nee people start, for my idea, the hearth can still be moved. This is just to make sure ppl won't change their hearths. If people go afk then you can kill them while they are afk or if they crash, server crash happens or anything then they can be summoned. The afkness isnt a problem.


OK. Obviously I understand very little of what the problem is with vaults, then.

But I still like the idea of catapults, trebuchets, sappers, and something other than a primitive ram as siege equipment. A treb doesn't have to be terrible at hitting walls; the boulders are pretty large, after all... and it could be pretty good at destroying any building, even (or except for) a wall.

But this is not the thread for that, so I'll go off and start a new one! (Yay) :D
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Re: Hearth vaults.

Postby Sarchi » Sat Jul 09, 2011 10:43 am

ysbryd wrote:My suggestion...

(first off, I admit I know very little about the seige system and I am perfectly willing to be shot down in flames over this)

Guy one commits a crime and retreats to HV.

Guy two collects scents from crime, tracks criminal to HV and clicks 'Accusation' on wall using the scent, which then is destroyed, and thereby disables movement of hearthfires and use of crossroads for say a 30x30 radius within that wall for a period of 48hrs

Scents cannot be used again for this purpose within that 48hr period.

Wall will be marked as 'locked' and timer shown

It would still take camping of a ram, but a commitment could be made by larger factions to maybe take shifts etc for this purpose, which would also mean that this mechanic would only be used when a deal of evidence was available and the problem was large.

The 48hrs allows for gathering of forces for attack/defense

Yes the criminals would just build bigger vaults etc, but sites for these are less available, and do take more effort to maintain and monitor

edit,, another option would be to just lock the porting and HV of the criminal scented...
Insert flame below


Still practically useless as the problem with vaults (the main problem really) is the sheer impregnability of them. Even if a large group guarded the ram, it doesn't prevent a little battle from taking place, and in the chaos of it all, an alt smashes the ram. Once you are able to penetrate the vault, the problem then becomes the obvious: Your enemies move vaults.

Also, it's very easy to make scripts that keep you logged in 24/7. So even if you manage to get inside and the hearth fire is there, the person could be afk somewhere safe so that you cannot summon them.
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Re: Hearth vaults.

Postby ramones » Sat Jul 09, 2011 11:34 am

Just few shooters from my side without thinking of negative things that they might bring, I'll let them up for discussion.

1. HF shouldn't be build below grounds
2. HF lockdown after you commit summonable scent (thievery, vandalism or murder)
3. Make ram undestroyable until dry, or maybe for first 20 hours. Also give ram some HP, so no alts spawned via charter stones can destroy it. I mean really, look of what is ram made and it has 0 soak or hp, and heart fire is 5 branches and you can't do shit with alt to it without buffs
4. Authority objects should not be able to be build less than 5 tiles apart
5. Inside entering-parts of caves should be minable
6. Strongobxes same soak as mansions, wtf?!? Make them 25 soak or even less, or movable by person with 300+ str or so
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Re: Hearth vaults.

Postby Potjeh » Sat Jul 09, 2011 1:50 pm

ramones wrote:3. Make ram undestroyable until dry, or maybe for first 20 hours.

1) Pick target village
2) Build a bunch of rams spaced one hour apart
3)...
4) Profit!
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Re: Hearth vaults.

Postby ElGato » Sat Jul 09, 2011 2:28 pm

burgingham wrote:In world 2 walls were made of butter. In an hour I could smash my way inside a 20 layer brickvault. Still people were comitting crimes and raiding more than in any other world so far.

lol, only took us 30 minutes to break through second time since we had you, Hermedicus, Warri and myself.
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Also for those that weren't around then thinking "derp that HV wouldn't work!!!!111", back then you could not break cabin or village idol.
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Re: Hearth vaults.

Postby burgingham » Sat Jul 09, 2011 2:54 pm

Old log cabins :)

Also, circular authority object radius :o
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Re: Hearth vaults.

Postby ElGato » Sat Jul 09, 2011 2:57 pm

burgingham wrote:Old log cabins :)

Also, circular authority object radius :o

Yeah and smaller, round boulders :P
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Re: Hearth vaults.

Postby Windforce » Sat Jul 09, 2011 3:20 pm

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Re: Hearth vaults.

Postby DatOneGuy » Sat Jul 09, 2011 3:21 pm

ramones wrote:Just few shooters from my side without thinking of negative things that they might bring, I'll let them up for discussion.

1. HF shouldn't be build below grounds
2. HF lockdown after you commit summonable scent (thievery, vandalism or murder)
3. Make ram undestroyable until dry, or maybe for first 20 hours. Also give ram some HP, so no alts spawned via charter stones can destroy it. I mean really, look of what is ram made and it has 0 soak or hp, and heart fire is 5 branches and you can't do shit with alt to it without buffs
4. Authority objects should not be able to be build less than 5 tiles apart
5. Inside entering-parts of caves should be minable
6. Strongobxes same soak as mansions, wtf?!? Make them 25 soak or even less, or movable by person with 300+ str or so


1. No, I should be able to make my village and my house wherever I so please
2. Some form of this is required, that is some form of being under lock down. However how it is done should not impede on:
a. Courier alts
b. Leaving scents testing things
c. Leaving scents around your own place
d. It should only happen when a ranger is actively tracking you (and intiiates lockdown by choice)
3. See Potjeh's, problems still big, it needs some padding on both sides, at least an hour on each side, I'd favor more 1 hour destructable at beginning 5hours at end, or 3 hours at end.
4. No thank you, until we get a fucking fix for what we NEED this is unacceptable. And by what we mean I mean authority objects that spread no radius (or very little like 1 tile every direction) but give you a huge bonus to your authority. Giving any minimum space between is bullshit under any circumstances anyway. :V Sieging should take care of this problem when it comes
5. No way jose, it's like that for a reason
6. Hell no, keep their soak, they're already pointless as fuck don't try and nerf them harder, if anything they should be stronger
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