Fence>Jump; Fence gates

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Laremere
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Fence>Jump; Fence gates

Post by Laremere »

For fences I would consider it reasonable if you have like 20 agi that you could jump it. Just right click and hit jump, you walk up to the fence and go to the other side. Additionally, fences should haves gates (especially needed when we get herding) they require no key. Both fence jumping and gate opening create trespassing clues when used on claimed property.

Also, it'd be cool if wild animals (deer, boars, and so on) would randomly eat some of the crops, so you need to have fences around farms to keep them from doing so.
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Oecleus
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Re: Fence>Jump; Fence gates

Post by Oecleus »

Sounds like a great idea with no unbalancing factor to it at all.
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Jackard
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Re: Fence>Jump; Fence gates

Post by Jackard »

then you wont get vandalism scents on claimed fences
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ZestyLemons
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Re: Fence>Jump; Fence gates

Post by ZestyLemons »

This shouldn't apply to Brick Walls and Palisades at least. Regular round pole fences already break really easily
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PhaedrothSP
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Re: Fence>Jump; Fence gates

Post by PhaedrothSP »

If you attempt to jump a fence while overstuffed, it collapses?
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Laremere
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Re: Fence>Jump; Fence gates

Post by Laremere »

Jackard wrote:then you wont get vandalism scents on claimed fences
Hm, I didn't think of that part. Also, I'm talking about fence fences, not any other walls. Wouldn't work while carrying anything, so you'd have to break some down to carry stuff out. Also, since when do fences not have open parts anyway?
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Jackard
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Re: Fence>Jump; Fence gates

Post by Jackard »

itd make fences even more worthless than they already are, really

gameplay trumps realism
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theTrav
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Re: Fence>Jump; Fence gates

Post by theTrav »

I believe there is a plan at some stage to do gates for the round pole fences... personally I can't wait
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Gauteamus
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Re: Fence>Jump; Fence gates

Post by Gauteamus »

I like the idea of jumpable fences, the fences absolutely need to be able to be closed off, but still reachable, and a gate with a key to a round pole fence sounds just silly (the key, not the gate). Not having gates to the fences would make the mechanics a bit more diverse, though. Maybe have the chance to succeed in jumping be some asymptotical function (e.g. hyperbolic or inverse exponential) of Agility.
Failure on jumping would leave your char in the same place, and drain a suitable amount of stamina (maybe around 33% of full sta, depending on the chosen probabilities of success at different Agi levels)
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Humps
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Re: Fence>Jump; Fence gates

Post by Humps »

That is stupid.

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