I'm absolutely, 100% sure that these will take a long time to implement and probably will not make it in, if at all, within the next half a year, but it's worth suggesting these anyways. Gives poor Jorb and Loftar that much more to think on.
I. Mines connected to the worldmap.
The way I currently understand it, mines are their own pocket dimension. If you had two right next to each other, they would not display the other ladder inside the mine. How sweet would it be if they did though? Tunnels criss-crossing the world, underground roadways, the tingling sense of exploration as you tunnel into a long-ago abandoned mine chamber. It would add a lot to how player diplomatics would work, what with organizing which mineshafts belong to which settlement, tunnel gaurds and gaurdposts, underground invasions.
II. Trenches.
Currently, you can only dig up a chunk of clay once. Why? Surely there is more under it? What I propose here is that one could dig several times in a spot before it gets too deep to walk across (Obviously, some means for players to not get trapped is necessary). One could use several chunks of clay to fill in the gap, which could then be redug, or build a bridge segment to forever cross it. Perhaps the ability to use several buckets worth of water to fill a single tile with water, requiring would-be sappers and invaders to bail out the ditch area first. It would certainly add a lot to player security devices, and it's easily reversible, making it hard to permanently trap a character.
III. Water slowdowns and bridges.
Currently, our characters are Micheal Felps in how they tear on through swamps and water at running speed. I suggest swamps should slow us to a crawl, and bodies of water should slow us to a walk. To circumvent this, one would build bridges. Per tile of bridge, I would suggest a cost of 1 block ( as the support) and 2 planks. It could count as dirt for the purpose of wagon travel, and would make a nice addition to transportation systems, as currently one must pave around the entirety of a swamp or lake to make a road for wagons.
Less huge suggestions
I. Metal shields
Why the hell are people in plate still using some planks coated in leather? I'd think steel shields are easily possible, and maybe wrought iron. It should improve chances of blocking, and each tier up should have a respectively larger cost of harder to get materials, and the actual graphic of the shield would probably be larger.
II. Crossbows
Ridiculously slow armor punching beasts. IIRC, historically, a crossbow string would be some dried/cooked sinews of an animal. Perhaps an item that would be harvestable from corpses exclusively after getting a new crossbow skill. I'd imagine that carving around to extract the muscles would damage the good meat cuts, meaning that it's a choice between the food and the sinews. To balance it a bit beyond just the inconvenience of slow reload, perhaps the sinews should away after a time?
-
sonerohi
- Posts: 146
- Joined: Thu Jun 04, 2009 12:15 am
Several huge ideas.
Last edited by sonerohi on Mon Jun 22, 2009 10:26 pm, edited 1 time in total.
-
shockedfrog
- Posts: 182
- Joined: Fri May 29, 2009 6:04 pm
Re: Several huge ideas.
I think all of these have been mentioned elsewhere to some extent, but it's good to have a bunch of land related stuff in one topic.
-
Errol
- Posts: 124
- Joined: Fri May 29, 2009 8:06 pm
Re: Several huge ideas.
I so support this notion. Perhaps allow houses to have a cellar that has a secret connection to the mines... floodings... magma... Whoops, got carried away a bit, anyway, some smaller ideas of my own:
1. Why 2 planks/1 block? I think that this is too expensive... If anything you should build a 2x2 bridge from these materials...
2. Water not flowing away in your moat and staying at one spot would be weird. Moats should require maintenance too. Etc...
Also, we need deep water.
1. Why 2 planks/1 block? I think that this is too expensive... If anything you should build a 2x2 bridge from these materials...
2. Water not flowing away in your moat and staying at one spot would be weird. Moats should require maintenance too. Etc...
Also, we need deep water.
-
Jfloyd
- Posts: 995
- Joined: Tue Jun 09, 2009 3:51 am
Re: Several huge ideas.
I like all of these. Seconded to the third power :3
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
-
hitoshirenu
- Posts: 30
- Joined: Tue Jun 02, 2009 11:58 pm
- Yahoo Messenger: condtolife@yahoo.com
- Location: USA
Re: Several huge ideas.
I like this idea a lot. Also I'd like to expand on the idea: the ability to build your own entrance to the mines! If you could dig deep enough, you could get into the mine, no? Also, maybe have some static mining spots spread out throughout the world where you could mine maybe 10 times before being spent for a day or two. Kinda like the clay spots in the desert, but mined, and run out. >_>;I. Mines connected to the worldmap.
The way I currently understand it, mines are their own pocket dimension. If you had two right next to each other, they would not display the other ladder inside the mine. How sweet would it be if they did though? Tunnels criss-crossing the world, underground roadways, the tingling sense of exploration as you tunnel into a long-ago abandoned mine chamber. It would add a lot to how player diplomatics would work, what with organizing which mineshafts belong to which settlement, tunnel gaurds and gaurdposts, underground invasions.
I'm female, BEWARE!
-
sonerohi
- Posts: 146
- Joined: Thu Jun 04, 2009 12:15 am
Re: Several huge ideas.
Errol wrote:I so support this notion. Perhaps allow houses to have a cellar that has a secret connection to the mines... floodings... magma... Whoops, got carried away a bit, anyway, some smaller ideas of my own:
1. Why 2 planks/1 block? I think that this is too expensive... If anything you should build a 2x2 bridge from these materials...
2. Water not flowing away in your moat and staying at one spot would be weird. Moats should require maintenance too. Etc...
Also, we need deep water.
I said 2 planks one block because of how many resources one can get from a singular tree now. Even with just a plain old bone saw, one tree (fully grown plus the stump) provides four tiles of bridge. Noone is saying that it will have to be that way if it gets implemented, just a rough idea. I'm entirely confident that loftar and jorb would have a better idea of how to balance it.
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Several huge ideas.
I'd like to see stone bridges, too. And rivers criss-crossing the map. So a stone bridge would be a great symbol of conquest over nature.
-
sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Several huge ideas.
I don't see the first two happen. But the last one is quite possible.
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
-
shockedfrog
- Posts: 182
- Joined: Fri May 29, 2009 6:04 pm
Re: Several huge ideas.
I think the devs have already expressed interest in implementing stuff like tunnels or other z-axis based stuff in some form.
-
sonerohi
- Posts: 146
- Joined: Thu Jun 04, 2009 12:15 am
Re: Several huge ideas.
Revived this with 2 new ideas.