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sMartins
- Posts: 3440
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- Location: Italy
Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
Isn't working already in that way, shift+leftclick...we are speaking about the whole game, so default client....not customs.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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NotJimmy97
- Posts: 98
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Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
Is that already a feature? Huh. News to me.sMartins wrote:Isn't working already in that way, shift+leftclick...we are speaking about the whole game, so default client....not customs.
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Adder1234
- Posts: 636
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- Location: Australia
Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
nice ideas, but i'm too tired to think about them right now, so I'll give a more critical response tommorow
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maze
- Posts: 2819
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- Location: Canada
Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
The land generation- would not be so thrilled about. I like to explore.
Seas are always a nice idea.
The world needs to have proper biome assortment...hot, cold. mountains, jungle, deserts, snow.
J&L have seasons planned.
So the World will likely change to that kind of degree. and Q of crops and speed will drop in colder areas, where mining would be rich.
Likely a lot of other small little things...
Sorvereignty
I see this works similar to Ladygoo and my own relic ideas. but more of a king of the hill winner take all.
The problem with this is the same as Ladygoo and myown relic idea.
People will just end up joining the greater power cuz of bonuses and their will never really be any real war.
In this, any time a faction on a main island or any island that does not comply to the rules of current faction in power. that faction will be destroyed.
See world 6 as example.
Trade
the idea charter stones not being able to teleport over sea, brilliant (i hate charter stones)
and again seas + dmg also good idea.
Seas are always a nice idea.
The world needs to have proper biome assortment...hot, cold. mountains, jungle, deserts, snow.
J&L have seasons planned.
So the World will likely change to that kind of degree. and Q of crops and speed will drop in colder areas, where mining would be rich.
Likely a lot of other small little things...
Sorvereignty
I see this works similar to Ladygoo and my own relic ideas. but more of a king of the hill winner take all.
The problem with this is the same as Ladygoo and myown relic idea.
People will just end up joining the greater power cuz of bonuses and their will never really be any real war.
In this, any time a faction on a main island or any island that does not comply to the rules of current faction in power. that faction will be destroyed.
See world 6 as example.
Trade
the idea charter stones not being able to teleport over sea, brilliant (i hate charter stones)
and again seas + dmg also good idea.
Administrator of CoS
game ideas
game ideas
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
I agree with you here which is why I would be a bit hesitant about adding such mechanics myself. The relic idea is decent because those are presumably static objects that never move and thus becomes a point of contention if you give bonuses to claiming over it whereas giving perks for simply being the biggest realm seems a bit more absurd to me. When it's easier for someone to say "destroy your cairns or I'll raid you/camp your roads/destroy your kingdom" rather than go out and attempt to destroy the cairns themselves that to me seems like a rather large problem with the way it works already.maze wrote: Sorvereignty
I see this works similar to Ladygoo and my own relic ideas. but more of a king of the hill winner take all.
The problem with this is the same as Ladygoo and myown relic idea.
People will just end up joining the greater power cuz of bonuses and their will never really be any real war.
In this, any time a faction on a main island or any island that does not comply to the rules of current faction in power. that faction will be destroyed.
However, cairn destruction itself is an issue of its own.
Regarding fast travel:
I think if roads weren't restricted by line of sight, as in, the thousands of trees getting in the fucking way weren't an issue maybe building them to longer distances wouldn't be such a big deal and there would be less of a need for charter stones. Also gigantic rivers being an obstacle but that's a well known issue.
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loftar
- Posts: 9096
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Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
Sorry, but this is a non-starter for me. Any mapgen organization that does not even in theory allow for arbitrary expansion post-start-of-world is something that I do not find interesting.NotJimmy97 wrote:a single large, main continent, circled by a coastal beach and ocean, with an in-land area looking similar to the current way that the map is generated. Along with the main continent are 10-20 medium-sized islands situated around it.
That being said, I don't mind such things as continents or islands at all; rather, I would welcome a map that has those things. What I mind is an "island map": that is, a map whose primary attribute is that it is made of islands; this is not the West Indies, after all. I would, however, not at all mind the odd archipelago here or there.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Bowshot125
- Posts: 1045
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Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
Confirmed Loftar is scared of the ocean.loftar wrote:Sorry, but this is a non-starter for me. Any mapgen organization that does not eve in theory allow for arbitrary expansion post-start-of-world is something that I do not find interesting.NotJimmy97 wrote:a single large, main continent, circled by a coastal beach and ocean, with an in-land area looking similar to the current way that the map is generated. Along with the main continent are 10-20 medium-sized islands situated around it.
That being said, I don't mind such things as continents or islands at all; rather, I would welcome a map that has those things. What I mind is an "island map": that is, a map whose primary attribute is that it is made of islands; this is not the West Indies, after all. I would, however, not at all mind the odd archipelago here or there.
Also I like how you said this isnt the west indies well im sure there werent trolls and teleportation/magic anywhere else.
Last edited by Bowshot125 on Thu Nov 17, 2016 5:55 pm, edited 1 time in total.
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loftar
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Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
When I say I don't mind continents, that would imply that I also would not mind oceans between them, though.Bowshot125 wrote:Confirmed Loftar is scared of the ocean.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
Also, for the record, I do to no small degree agree with the point about the map being homogeneous, however I look at it a bit differently. What I mind, primarily, is that exploration is not a challenge. The only thing standing in your way is the odd tree, which you can simply walk around. I would love to be able to introduce some kind of structures that actually make it legitimately challenging to get between "areas" of the map, like mountain ranges or deep forests or stormy seas or whatever. The main problem is just how to actually make it difficult, in a fun way, to pass through such structures.
Ultimately, my ideal for the map is that it be boundless, basically. I've said it previously on quite a few occasions, but I've always wanted to make it such that new map is automatically generated whenever players close in on the edge, making the map literally boundless. Of course, I realize why we haven't made it thus yet, since that just makes people spread out and no meaningful interaction ensues, but I'd like to fix that problem rather than sidestep it, in the end. I imagine the "fix" would consist in incentives for player to flock together rather than disperse, be it in the form of boons from cooperation or from wanting to avoid the very harsh wilderness, or anything else.
Ultimately, my ideal for the map is that it be boundless, basically. I've said it previously on quite a few occasions, but I've always wanted to make it such that new map is automatically generated whenever players close in on the edge, making the map literally boundless. Of course, I realize why we haven't made it thus yet, since that just makes people spread out and no meaningful interaction ensues, but I'd like to fix that problem rather than sidestep it, in the end. I imagine the "fix" would consist in incentives for player to flock together rather than disperse, be it in the form of boons from cooperation or from wanting to avoid the very harsh wilderness, or anything else.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: Thoughts on Sovereignty: Map homogeneity, realms, and tr
Another thing which vaguely relates to the topic of this thread, by the way:
On the topic of realms, I've considered trying to make it such that, if a realm "encloses" an otherwise realm-empty area with cairns, the interior of that area is also automatically claimed by the realm. If any part of the enclosing claim is breached, or a new realm if founded in the interior, such a projected claim is again broken, but can be reformed by closing the area again. There are some non-trivial technical obstacles in the way of such an implementation, of course, but I figure it might be fun, and would allow for claiming of vastly larger areas, with some perhaps interesting "instability".
On the topic of realms, I've considered trying to make it such that, if a realm "encloses" an otherwise realm-empty area with cairns, the interior of that area is also automatically claimed by the realm. If any part of the enclosing claim is breached, or a new realm if founded in the interior, such a projected claim is again broken, but can be reformed by closing the area again. There are some non-trivial technical obstacles in the way of such an implementation, of course, but I figure it might be fun, and would allow for claiming of vastly larger areas, with some perhaps interesting "instability".
"Object-oriented design is the roman numerals of computing." -- Rob Pike