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Kkkey2
- Posts: 53
- Joined: Tue Apr 10, 2012 3:32 pm
Re: Stone Walls [Rammed-Earth Walls]
Just have it as lower teir than a palisade. make a stone wall have a soak of 10, so you'd need 100 strength to break it by hand.
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ApocalypsePlease
- Posts: 1164
- Joined: Mon Jun 27, 2011 12:52 am
Re: Stone Walls [Rammed-Earth Walls]
He wasn't asking for something below palisades, he was asking for an in-between and I was giving suggestions on how to make his goal achievable, not make compromises, but make improvements.Kkkey2 wrote:Just have it as lower teir than a palisade. make a stone wall have a soak of 10, so you'd need 100 strength to break it by hand.
also you'd need 100 strength to deal 0 damage, 121 to actually break it by hand
Inactive
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Saxony4
- Posts: 1896
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- Location: Atlantic Ocean
Re: Stone Walls [Rammed-Earth Walls]
Stone is a more dense/durable material than wood, so there's no sense in making it weaker than a wooden palisade, a wall made out of mud/dirt would be more plausible if you wanted to have a wall weaker than a palisadeJust have it as lower teir than a palisade. make a stone wall have a soak of 10, so you'd need 100 strength to break it by hand.
loftar wrote:git da mony
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painhertz
- Posts: 6185
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- Website: Http://www.noneyafuckinbusyness.com
- Yahoo Messenger: chaosovum
- Location: Louisiana
Re: Stone Walls [Rammed-Earth Walls]
The Devs said in the past that in the new build, if it ever gets here, they wanted to move more towards a defense in depth system over static defense (maybe arrow firing towers and the like) and more siege engines to take out the towers so although i don't think walls are going anywhere, i don't see them adding new types but who knows, maybe their thinking has changed. Salem has defense in depth and other than having my torchs shoot down noobs on my claim, I've never attempted raiding in Salem so I don't know how much it varies from the difficulty in Haven....
Also: What Apoc said, WAY too cheap.
Also: What Apoc said, WAY too cheap.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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Kkkey2
- Posts: 53
- Joined: Tue Apr 10, 2012 3:32 pm
Re: Stone Walls [Rammed-Earth Walls]
fine, 100 with a stone axe. I meant without a ram.ApocalypsePlease wrote:
also you'd need 100 strength to deal 0 damage, 121 to actually break it by hand
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Hoshichie
- Posts: 43
- Joined: Sat May 26, 2012 3:57 pm
Re: Stone Walls [Rammed-Earth Walls]
As a suggestion on the cost have it require bars of common metal, boards, and bone glue for the initial corner post and then just boards and stones for each section of the wall. Subsequent corner posts would require a bar of common metal and boards, and the gate would require half as many bars as the original post plus boards and stone.
As for skills, require basic mechanics to build. Let the soak value be somewhere about 45 with hp of 3750. This way it does have a fair bit more expense put into it and does require a good bit of work to gain.
As for skills, require basic mechanics to build. Let the soak value be somewhere about 45 with hp of 3750. This way it does have a fair bit more expense put into it and does require a good bit of work to gain.
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dagrimreefah
- Posts: 2648
- Joined: Wed May 25, 2011 3:01 am
Re: Stone Walls [Rammed-Earth Walls]
That would still make it useless as fuck as 100 str can be easily achieved by even the most unmotivated forest bum.Kkkey2 wrote:fine, 100 with a stone axe. I meant without a ram.ApocalypsePlease wrote:
also you'd need 100 strength to deal 0 damage, 121 to actually break it by hand
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mvgulik
- Posts: 4094
- Joined: Fri May 21, 2010 2:29 am
Re: Stone Walls
Current situation is irrelevant.ApocalypsePlease wrote:Firstly, not all clay nodes are claimed, they really aren't.
If it could happen, and there is nothing that prevents it (still don't mean there is no clay available, just not in nice large quantities), should there be a alternative to a brick wall. (as a brick wall depends on (also) having access to some quantitative clay resource.)
[edit: stone -> brick]
... ... ...
If its less powerful than a brick wall, but way more troublesome to build. Perhaps even with some minor decay while inside a claim. (super fast decay when not inside a claim.) Its might be a good alternative ... because its a bitch to create and maintain.
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Robi
- Posts: 157
- Joined: Sat Oct 22, 2011 11:46 pm
- Location: The woods
Re: Stone Walls [Rammed-Earth Walls]
I believe this is a great idea and I figured I would revive it since Jorbtar is back in action. 
"You've met with a terrible fate, haven't you?"
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tremlingrendel
- Posts: 22
- Joined: Sat Jul 13, 2013 2:56 am
Re: Stone Walls [Rammed-Earth Walls]
Seeing as how it was revived, my thoughts on such a system:
- Change the system for how walls are constructed, as a four-tier system where you have to build all four wall types, upgrading the least effective to the most effective (Pole->Earth->Palisade->Wall). Require Carpentry for Poles, Stone-Working for Earth, Yeomanry for Palisade, and Masonry for Wall.
- Each piece of the wall has to be constructed from it's lowest grade first (the scaffolding), all the way up to the highest (the foundations, the supports, and then finally the many layers of beef).
- Apply new, more expensive costs to construct each of the four:
-- Sticks and String for Pole
-- Stone, Water, and Dirt for Earth
-- Blocks, Glue, Leather, and Rope for Palisade
-- Brick, "Mortar", Boards, Iron, and Steel for Walls
- Change the effectiveness of the walls altogether, where Poles have slightly better defense, Stone and Palisades split a large range of defense between them, and Brick remains the only type that requires rams.
- Each tier decays into it's next lowest tier, requiring more time to successfully smash a section of wall down, for you have to break every barrier (though each barrier is obviously easier than the one before).
Now, my favorite bit where I toss out the present meta and propose ideas that stretch the game-play beyond it's current state of development in an effort to make the game immensely more difficult to play in the future (or "more fun" as I would say):
- Have barriers track a quality rating that determines their effectiveness. An extremely high-quality earth wall could potentially hold better than a shoddy-quality brick one. Though the brick one still holds the advantage of requiring a ram, a ram that easily destroys the brick wall may struggle with the high-quality earth wall.
- Barriers decay over time, and from assault, and have to be repaired. However, they have a "Current Quality" that decreases over time/damage and "Max Quality" that was set when constructed. You require materials that are of equal/greater quality than the max quality to repair a high-quality barrier completely, otherwise, you can only repair it up the quality of the materials you are using.
- Barriers can have their quality upgraded to a modified value based on the initial starting Max Quality, as long as you have appropriately high-quality materials to do so. So, a Q20 Palisade could be upgraded up to a Q30 Palisade, for example. To upgrade it further, it would have to be scraped and reconstructed from the beginning with better materials.
- Change the system for how walls are constructed, as a four-tier system where you have to build all four wall types, upgrading the least effective to the most effective (Pole->Earth->Palisade->Wall). Require Carpentry for Poles, Stone-Working for Earth, Yeomanry for Palisade, and Masonry for Wall.
- Each piece of the wall has to be constructed from it's lowest grade first (the scaffolding), all the way up to the highest (the foundations, the supports, and then finally the many layers of beef).
- Apply new, more expensive costs to construct each of the four:
-- Sticks and String for Pole
-- Stone, Water, and Dirt for Earth
-- Blocks, Glue, Leather, and Rope for Palisade
-- Brick, "Mortar", Boards, Iron, and Steel for Walls
- Change the effectiveness of the walls altogether, where Poles have slightly better defense, Stone and Palisades split a large range of defense between them, and Brick remains the only type that requires rams.
- Each tier decays into it's next lowest tier, requiring more time to successfully smash a section of wall down, for you have to break every barrier (though each barrier is obviously easier than the one before).
Now, my favorite bit where I toss out the present meta and propose ideas that stretch the game-play beyond it's current state of development in an effort to make the game immensely more difficult to play in the future (or "more fun" as I would say):
- Have barriers track a quality rating that determines their effectiveness. An extremely high-quality earth wall could potentially hold better than a shoddy-quality brick one. Though the brick one still holds the advantage of requiring a ram, a ram that easily destroys the brick wall may struggle with the high-quality earth wall.
- Barriers decay over time, and from assault, and have to be repaired. However, they have a "Current Quality" that decreases over time/damage and "Max Quality" that was set when constructed. You require materials that are of equal/greater quality than the max quality to repair a high-quality barrier completely, otherwise, you can only repair it up the quality of the materials you are using.
- Barriers can have their quality upgraded to a modified value based on the initial starting Max Quality, as long as you have appropriately high-quality materials to do so. So, a Q20 Palisade could be upgraded up to a Q30 Palisade, for example. To upgrade it further, it would have to be scraped and reconstructed from the beginning with better materials.