If the chance of decay is inversely related to the level of the road, then we'll never see complete low level roads as they'd disappear too quickly. The only way people would be able to build high level roads would be to quickly build them from nothing, lest the lower levels decay away too soon. As a result, we'd have sections of high level road connected by spotty low level roads, and just about nothing else. This is why I suggested having intermediary and primary levels, to create humps in the difficulty of building useful roads, but not requiring people to go "all the way" just to allow their road to exist for any meaningful length of time.
Really, this is a case where simplicity is a bad thing, otherwise we won't get away from the current state of having a single type of ubiquitous developed road.
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Erik_the_Blue
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Jackard
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Re: Roads and Such
you should stop making things up, attributing them to other people, then arguing against what you made upErik_the_Blue wrote:If the chance of decay is inversely related to the level of the road, then we'll never see complete low level roads as they'd disappear too quickly.
giving strong roads a bonus against decay does not mean weak roads must decay faster
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Erik_the_Blue
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Re: Roads and Such
Care to clarify? If having a bonus against decay does not mean that strong roads and weak roads decay at different rates, then just what does the bonus do, exactly?
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Jackard
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Re: Roads and Such
dirt - low decay to grass biweekly or monthly
stone - low decay to dirt biweekly or monthly
brick - obviously requires more work but almost never decays to stone/dirt because seriously fuck decay, sometimes you just want something that works the way its supposed to for once
stone - low decay to dirt biweekly or monthly
brick - obviously requires more work but almost never decays to stone/dirt because seriously fuck decay, sometimes you just want something that works the way its supposed to for once
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Yolan
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Re: Roads and Such
It doesn't mean that a) weak roads must decay faster [than they already would]Jackard wrote:you should stop making things up, attributing them to other people, then arguing against what you made upErik_the_Blue wrote:If the chance of decay is inversely related to the level of the road, then we'll never see complete low level roads as they'd disappear too quickly.
giving strong roads a bonus against decay does not mean weak roads must decay faster
but it _does_ mean that b) weak roads must decay faster [than strong roads]
b) entails 'inversely relate to the level of the road'
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Laremere
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Re: Roads and Such
It'd be nice if tiles could somehow hold how frequently things are walked on. Perhaps a tile could store three sections of stats of time periods of say half a week irl of how many people have walked on that tile. You'd only use two at a time, as the third one would be counting. This could be tied in with map saving. I think dirt roads that are used should have a low decay rate (people stomping down any new plants that might happen to grow), while dirt roads that aren't used should have a high decay rate. It'd also be cool for grass to decay into dirt if lots of people walk on it. (may lead to don't walk on the grass you lazy bum signs for people tired of having to plant grass if they want it there) Stone roads should have a reasonable low decay rate, that decreases more if people use it, but not that much. It should decay into dirt. Brick should have a insanely high decay rate, though not to the point were it is reasonable to build highways out of because of the resources needed.
Also, random though: Small boulders: They block movement and have to be chipped at removing say 20 stones. Would be fairly rare in all biomes but mountains, where they would be a common occurrence.
It's reasonable to dig somewhere and end up finding clay. A problem with this idea is that clay is a very heavily needed resource, and not having easy access (I assume you do) to a clay pit would be horrible.theTrav wrote:Clay should have to come from CLAY PITS ONLY,
Also, random though: Small boulders: They block movement and have to be chipped at removing say 20 stones. Would be fairly rare in all biomes but mountains, where they would be a common occurrence.

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Gauteamus
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Re: Roads and Such
To expand on Jackards idea three posts up:
Dirt road: slowly decays to grass on the scale of a RL week
Stone road: slowly decays to dirt on the scale of a RL week - has to be built on dirt
Brick road: slowly decays to stone on the scale of two RL weeks - has to be built on stone
Brick road tile surrounded solely by other brick tiles or field tiles:
decays to stone very slowly (practically not decaying, on the scale of several RL weeks)
Dirt road: slowly decays to grass on the scale of a RL week
Stone road: slowly decays to dirt on the scale of a RL week - has to be built on dirt
Brick road: slowly decays to stone on the scale of two RL weeks - has to be built on stone
Brick road tile surrounded solely by other brick tiles or field tiles:
decays to stone very slowly (practically not decaying, on the scale of several RL weeks)
What if Rosa Parks had a car?
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Jackard
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Re: Roads and Such
many of the decay rates that have been posted seem to be overcompensation for the current garbage-filled map and fail to take into account new map features
would decay things way too quickly, roads shouldnt vanish in the space of a few months. not even dirt ones
would decay things way too quickly, roads shouldnt vanish in the space of a few months. not even dirt ones
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Peter
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Erik_the_Blue
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Re: Roads and Such
But an incomplete Roman-style road would deteriorate very quickly. Think of the intermediate levels as incomplete versions of the primary levels.Jackard wrote:would decay things way too quickly, roads shouldnt vanish in the space of a few months. not even dirt ones