a continental HnH

General discussion and socializing.
User avatar
hazzor
Posts: 2245
Joined: Sat Sep 17, 2011 11:00 am

Re: a continental HnH

Post by hazzor »

krikke93 wrote:
konrad wrote:There should be "bridge" structure in H&H, so we can travel with our carts/wagons/on foot wherever we want to.
This has been suggested so many times.
i guess that only begs the question of why is it not implemented? you'd need to make them ridiculously expensive or rivers would soon cease to exist unless there was a limiting factor like a certain distance between bridges

and there's also the issue of how would they interact with boats, sure you could make every bridge an arch, but with my minute knowledge of bridge engineering, they would be pretty hard for a single person to make without proper tools, three are many issues with the idea, i wonder if jorbtar have ever actually discussed it
Oh boy, here I go cheesemaking again...
konrad
Posts: 23
Joined: Sun Aug 21, 2011 7:58 pm

Re: a continental HnH

Post by konrad »

Sorry for spam then, I didn't read whole forum, at least not yet. If server will be down much longer i may read it all :x
User avatar
hazzor
Posts: 2245
Joined: Sat Sep 17, 2011 11:00 am

Re: a continental HnH

Post by hazzor »

konrad wrote:Sorry for spam then, I didn't read whole forum, at least not yet. If server will be down much longer i may read it all :x
haha, i know the feeling :D
Oh boy, here I go cheesemaking again...
Malkreath
Posts: 24
Joined: Mon Jan 16, 2012 7:23 pm

Re: a continental HnH

Post by Malkreath »

I've had this idea (that is nothing new actually)
Make an ocean dividing an landmass from the other, the first landmass is the one we are on right now, and is the only one that can spawn hearthlings, the other, is a tropical-ish rich in resources, both in quality and quantity...
But the problem is, to reach the paradise lands beyond the sea you would need to cross the ocean, the only way possible would be constructing a ship, which requires to be in a beach tile, eats tons of wood,rope, linen,glue and iron (having a 72 hours drieing time), have a special skill (sea faring ) costing around the same as all criminal skills together and must have 4 people on it to be used on the water finally making a decent length travel...
This would add something for villages to do when they are too advanced
User avatar
hazzor
Posts: 2245
Joined: Sat Sep 17, 2011 11:00 am

Re: a continental HnH

Post by hazzor »

Malkreath wrote:I've had this idea (that is nothing new actually)
Make an ocean dividing an landmass from the other, the first landmass is the one we are on right now, and is the only one that can spawn hearthlings, the other, is a tropical-ish rich in resources, both in quality and quantity...
But the problem is, to reach the paradise lands beyond the sea you would need to cross the ocean, the only way possible would be constructing a ship, which requires to be in a beach tile, eats tons of wood,rope, linen,glue and iron (having a 72 hours drieing time), have a special skill (sea faring ) costing around the same as all criminal skills together and must have 4 people on it to be used on the water finally making a decent length travel...
This would add something for villages to do when they are too advanced
that's a pretty cool idea :P

however, it would have to be done very delicately, if i were at home, i'd draw a picture here, but i'll try to explain.

if you have the current landmass alongside the proposed new one, which ever side of the current land the new one is situated on will become a hive of activity for people looking to catch themselves an off guard late game player (which may not necessarily be perceived as a bad thing). There's also the issue that, if this new land is rich in resources and only reachable by high tier villages, you're basically making a class divide, the high level players all live there, and all the newer players and mid-level players are on the mainland, i'm not so sure this divide would be such a great thing, the mainland would be a clumsy mess of low level faction combat
Oh boy, here I go cheesemaking again...
User avatar
Kriegwolf
Posts: 203
Joined: Thu Mar 25, 2010 11:30 pm
Location: Moscow, Russia

Re: a continental HnH

Post by Kriegwolf »

Yeye, let's head out to explore America. Though ship warfares and stuff could be cool (but then we're moving forward in timeline).

Oh wait, shouldn't this one be in C&I?
Malkreath
Posts: 24
Joined: Mon Jan 16, 2012 7:23 pm

Re: a continental HnH

Post by Malkreath »

hazzor wrote:
Malkreath wrote:I've had this idea (that is nothing new actually)
Make an ocean dividing an landmass from the other, the first landmass is the one we are on right now, and is the only one that can spawn hearthlings, the other, is a tropical-ish rich in resources, both in quality and quantity...
But the problem is, to reach the paradise lands beyond the sea you would need to cross the ocean, the only way possible would be constructing a ship, which requires to be in a beach tile, eats tons of wood,rope, linen,glue and iron (having a 72 hours drieing time), have a special skill (sea faring ) costing around the same as all criminal skills together and must have 4 people on it to be used on the water finally making a decent length travel...
This would add something for villages to do when they are too advanced
that's a pretty cool idea :P

however, it would have to be done very delicately, if i were at home, i'd draw a picture here, but i'll try to explain.

if you have the current landmass alongside the proposed new one, which ever side of the current land the new one is situated on will become a hive of activity for people looking to catch themselves an off guard late game player (which may not necessarily be perceived as a bad thing). There's also the issue that, if this new land is rich in resources and only reachable by high tier villages, you're basically making a class divide, the high level players all live there, and all the newer players and mid-level players are on the mainland, i'm not so sure this divide would be such a great thing, the mainland would be a clumsy mess of low level faction combat
Just as europe was on the discovery era =P

This could be fixed by limiting the size of the new landmass (to about 4 grids maybe), and then you would have the high level factions competing among themselves to colonize that place, they would be fighting eachother and the low level would remain in peace, or fighting each other, this would balance things out
Last edited by Malkreath on Sat Jan 21, 2012 1:55 pm, edited 1 time in total.
User avatar
Kriegwolf
Posts: 203
Joined: Thu Mar 25, 2010 11:30 pm
Location: Moscow, Russia

Re: a continental HnH

Post by Kriegwolf »

Should i say we aren't even 100000 active characters for this stuff to work?
Malkreath
Posts: 24
Joined: Mon Jan 16, 2012 7:23 pm

Re: a continental HnH

Post by Malkreath »

Kriegwolf wrote:Should i say we aren't even 100000 active characters for this stuff to work?
I can't see how population affects this, with the exception that there might be not enough high level factions at all :D
User avatar
Kriegwolf
Posts: 203
Joined: Thu Mar 25, 2010 11:30 pm
Location: Moscow, Russia

Re: a continental HnH

Post by Kriegwolf »

So it's gonna be not a ship warfare, but more like of a canoe warfare?

Return to “The Inn of Brodgar”