I tried to get a friend of mine to play...
Fucking Runescape...
Really don't care for it, its basically a grind fest with no imagination. HnH on the other had is only a Grindfest in place of something better (we hope)...
Besides the Sandbox nature of HnH matches no other MMORPGs I have seen as of yet...
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kobnach
- Posts: 671
- Joined: Wed Jun 10, 2009 5:04 am
Re: Villages > Cities > Empires
This war thing comes up regularly. As far as I'm concerned, if people want to fight each other, and all consent, I'm fine with them not leaving scents. But if wars can be declared unilaterally (as in real life) then they become just another tool for people who want to attack others who'd rather produce peacefully. They should leave scents in that case. Put another way, a war must be accepted to be valid for reducing any penalties due for attacking other players. And I personally would like a time delay in which peaceful members of a warring village can leave it - at the very least, leaving your village should make it criminal to attack you, even by those who are at war with your prior village. (Nice abuse here - leave the village after someone starts combat with you. But without that, what's a person to do who logs on unwittingly only to find their village is at war and under attack? Any ideas?)CG62 wrote:All of this, but for wars we'd either have to get a HUGE influx of members, or a smaller map.Yolan wrote: I would also like to see:
3) large stone block walls + siege engines.
4) war. declare war on a village. peace must be reciprocal. no scents left when crimes committed by warring members against each other.
5) diplomatic options. OP's suggestions sound good. Defense pacts would also be good.
Seriously, it's like, 30 people on during peak hours (or at least, when I get on), and we have 9+ supergrids? In order for organized warfare there'd need to be a catalyst, I.E. Land or resources. As of now, we have plenty of both.
Depending upon the flow of players, I am hoping for a smaller map next reset.
Also, if the last map is any example, the result of a smaller map is _fewer players_. When things get too crowded and resources too few, some folks fight - but others get bored and frustrated and stop playing.
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: Villages > Cities > Empires
kobnach wrote: This war thing comes up regularly. As far as I'm concerned, if people want to fight each other, and all consent, I'm fine with them not leaving scents. But if wars can be declared unilaterally (as in real life) then they become just another tool for people who want to attack others who'd rather produce peacefully. They should leave scents in that case. Put another way, a war must be accepted to be valid for reducing any penalties due for attacking other players. And I personally would like a time delay in which peaceful members of a warring village can leave it - at the very least, leaving your village should make it criminal to attack you, even by those who are at war with your prior village. (Nice abuse here - leave the village after someone starts combat with you. But without that, what's a person to do who logs on unwittingly only to find their village is at war and under attack? Any ideas?)
Also, if the last map is any example, the result of a smaller map is _fewer players_. When things get too crowded and resources too few, some folks fight - but others get bored and frustrated and stop playing.
I actually found the last map to be more interesting. Of course I played on it for all of a week and just kinda raided abandoned farms and such for supplies.
As for the war/griefing topic, any significant attack upon a village or town worth attacking would probably be noticeable by the citizens of the hearthland. It would rest upon the community to be responsible enough to perhaps form some sort of war-laws board, which would prosecute those who abused the warfare system (If not, something uber-arbitrary would be required. Don'tcha just love these irresponsible bastards?).
I vote that J&L Head the war-laws board, and that they strike down the mightiest of the griefers, whilst leaving the others for us to deal with.
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maltmaker
- Posts: 118
- Joined: Tue Oct 06, 2009 11:33 pm
Re: Villages > Cities > Empires
so what exactly are the plans for Cities and kingdoms and maby even empires? are there any? i rember a while ago reading that there were but i am curious as to what loftar and jorb plan for this?
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JustasJ
- Posts: 205
- Joined: Wed Feb 03, 2010 1:48 pm
Re: Villages > Cities > Empires
Why not make Sumerian type of cities instead? If a village grows larger than a set number of people, it simply becomes a city. Other kind of requirements could be amount of stone or brick buildings in the area surrounding the city or once a village emerges, an area surrounding it becomes it's territory. If you wall those borders with palisades or brick walls where that is possible, you can declare a village a city since an important attribute of a city is it's walls. Another way of a village becoming a city could be building a temple within village territory. Every villager of that city could aid building a temple and it should not be built on claimed land. Sacrificing captured or hunted animals for lp in the temple should be enough to make it useful. I guess.
Throughout the centuries there were men who took first steps, down new roads, armed with nothing but their own vision.
- Ayn Rand
- Ayn Rand
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Bigfish
- Posts: 170
- Joined: Fri Aug 21, 2009 6:46 pm
Re: Villages > Cities > Kingdoms
Villages/cities and borders
). Rival towers can either be captured or destroyed.
Reminds me of "Settler 3/Siedler 3"

Jackard wrote: Source
contested authority objects definitely sounds better. its too bad they dont cover more space though, so you could have territories and shifting borders
That a pretty cool idea. Maybe village influence could be splitt in some kind of "inner influence" (= system currently used) and "outer influence". "Outer influence" has much larger influence radius it affects(size of local/regional maps). Everyone can still act in that zone like there was no influence at all, but villages can build sentry towers. These tower yield a big zone of "outer influence" and can be used by the members as some kind of crossroad system (with heavily reduced costs of travel weariness of courseMorgant wrote: This sounds pretty good, actually. Contested borders. Would work even better if things worked on a larger scale, for instance, villages band together to form a "Nation" which projects it's own border, with which towns In that nation can't be built outside of that border, if you want to add a town to your nation that's just a little too far from the border, you would need to add some sort of outpost, or assimilate another town within that area to increase your range. Benefits for being in a nation, besides the obvious ones, could be cheaper teleport back and forth between the towns of a nation using signposts, or something similar. This whole thing reminds me of Rise of Nations.
Also, thought it should go without saying, all opinions and all just putting thoughts out there.
Reminds me of "Settler 3/Siedler 3"

Last edited by Bigfish on Sun Feb 21, 2010 4:21 pm, edited 1 time in total.
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ViciousGamer04
- Posts: 530
- Joined: Sat Feb 20, 2010 8:47 am
Re: Villages > Cities > Empires
Sounds like a pretty decent idea but it needs a lot more detail added to it. 
