tweak to travel

Thoughts on the further development of Haven & Hearth? Feel free to opine!

tweak to travel

Postby Coriander » Thu Feb 11, 2010 3:18 pm

Now that the game play area is just enormous -Thanks Devs!!! - can we get travel tweaked to make these neither regions more usable and trade-worthy?
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Re: tweak to travel

Postby Gauteamus » Thu Feb 11, 2010 3:30 pm

Why do you feel that the tradeoff between society and wilderness loneliness/security is not a mechanic worth keeping?

Any thoughts on how a travel tweak would work?
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Re: tweak to travel

Postby Coriander » Thu Feb 11, 2010 3:44 pm

Hmm, some ideas. I am not very creative but here are a few.
1) The forced march mentioned by Jorb earlier (I forget the thread)
2) Travel hubs, like the RoB placed in the next tier of the grid.
3) Allow placement of the current travel posts outside of Towns.
4) Horses (just had to slip that one in here heh)
Last edited by Coriander on Fri Feb 12, 2010 2:39 am, edited 1 time in total.
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Re: tweak to travel

Postby Gauteamus » Thu Feb 11, 2010 3:49 pm

I look forward to horses and larger carts myself, and i think fast marching sounds good, even if I hope for it to somehow be limited to a network of milestones.

Still: can't points 2 and 3 in your list already be accomplished by players (with some creative (ab)use of villages)?
Make a market village in your supergrid.
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Re: tweak to travel

Postby loftar » Thu Feb 11, 2010 4:37 pm

Well, to be sure, we do intend to revisit the travel system sooner or later. The crossroads in particular don't work as we intended, seeing how people tend to use them mainly for intra-village travel and less so for inter-village travel. In hindsight, it isn't, of course, very surprising; but there is obviously reason to revisit them.

The primary reason why we limited crossroads to be built in villages was to ensure that the travel network would be sparse, and even that was just because we couldn't figure out a better mechanic to achieve that effect. Of course, we could have made them ridiculously expensive, but I doubt that would have a very good effect either. We'll probably think of something.
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Re: tweak to travel

Postby Potjeh » Thu Feb 11, 2010 4:49 pm

I think the whole point of crossroads is to decentralize trade. There won't be a RoB on the next map, so might as well start figuring out the solutions. Easiest is to just make a trade-only village and hand out signs to all your trade partners. If you make the connections one-way, there's zero security issues for villages that trade there.
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Re: tweak to travel

Postby Avu » Thu Feb 11, 2010 6:45 pm

Well it would help if someone could be a member in more than one village too...
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Re: tweak to travel

Postby Chakravanti » Fri Feb 12, 2010 1:33 am

I'm proposed embassy and diplomat mechanics before.
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Postby Jackard » Fri Feb 12, 2010 5:34 am

why do you need a special rule for that? just have allied villages and/or what avu posted
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Re: tweak to travel

Postby Potjeh » Fri Feb 12, 2010 12:42 pm

Put the crossroads in the trade village at the edge of village territory, and walk off it to trade. Have a shared alt with village membership in case you accidentally drop something on the village grounds.

Alternatively, make a stall and trade through it. Just put up the items you want to trade priced at one coin each and have the other party buy them, and vice versa. The only downside is that you both need a couple of coins for this.
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