Into the Breach!

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

Re: Into the Breach!

Postby bitza » Mon Nov 05, 2018 4:18 am

yall are making this way too complicated. just have multiple instances of theft scents, vandalism, etc. on the same claim stack in terms of how long the perp will be outlawed. this would encourage just stealing the things you really want as opposed to destroying everything in the village
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Re: Into the Breach!

Postby wonder-ass » Mon Nov 05, 2018 9:53 am

bitza wrote:yall are making this way too complicated. just have multiple instances of theft scents, vandalism, etc. on the same claim stack in terms of how long the perp will be outlawed. this would encourage just stealing the things you really want as opposed to destroying everything in the village


i mean good idea but how will this stop vandal alts?
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Re: Into the Breach!

Postby pheonixB » Mon Nov 05, 2018 10:44 am

Unpopular idea I have, but why don't we go to the trial of fire idea where we build siege camps that have a lot of hp then after a set period of time the base is vulnerable to siege weapons. Shorter siege activation times depending on the siege camp you build like you build a kingdom level camp the time is 8 hours village level is 12 etc and the resources increase exponentially per type. The only thing is restrictions on building them like only certain distances they reach, can only be built off claims and can't be claimed and deactivate if a wall is built around them.
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Re: Into the Breach!

Postby Aceb » Mon Nov 05, 2018 12:06 pm

pheonixB wrote:Unpopular idea I have, but why don't we go to the trial of fire idea where we build siege camps that have a lot of hp then after a set period of time the base is vulnerable to siege weapons. Shorter siege activation times depending on the siege camp you build like you build a kingdom level camp the time is 8 hours village level is 12 etc and the resources increase exponentially per type. The only thing is restrictions on building them like only certain distances they reach, can only be built off claims and can't be claimed and deactivate if a wall is built around them.


I had the idea of war claim that is basically a siege claim that has it's own shield, but with limited participants.

bitza wrote:yall are making this way too complicated. just have multiple instances of theft scents, vandalism, etc. on the same claim stack in terms of how long the perp will be outlawed. this would encourage just stealing the things you really want as opposed to destroying everything in the village


Simple af, but if breach which mainly reason is to steal and cause a lil'destruction, having a quick way into someone's base is just literally forcing them to have valuable things on alt / characters at the same time and forces people to build multiple instances of quality buildings / objects as that would be the only counter to breach probably.

Quick way to get inside someone's base will be always poor solution. Getting inside someone's base in less than 12 hours in one go, is a high disadvantage for everybody, who's not a no-lifer.
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Re: Into the Breach!

Postby MagicManICT » Tue Nov 06, 2018 4:01 am

Pan_w_okularach wrote:
Potjeh wrote:Yay, more convoluted mechanics and special cases.

This. Also, whats wrong with good old leveling the entire village to the ground? Sounds to me, under the disguise of caring for sieges to be 'fun' and not 'boolean' what he really wants is to turn it into some meaningless activity, where I as a raider if I'm lucky get to enter an enemy base through the 'breach' steal some leftovers and fuck off. But it's not what it's all about, little Granger, sieging is about causing damage not petty thievery.

And thus... we clearly need a distinction between the two in game terms. Some people just want to loot abandoned bases (or what looks to be, anyway). Others want to faceroll hulksmash their enemies.
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Re: Into the Breach!

Postby Baldarich » Tue Nov 06, 2018 8:31 am

Granger wrote:Fine then, let's keep things as they are so we can keep enjoying the 'dead game' chants in the 'wipe now' topic.

>:^(
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Re: Into the Breach!

Postby DDDsDD999 » Tue Nov 06, 2018 7:15 pm

MagicManICT wrote:
Pan_w_okularach wrote:
Potjeh wrote:Yay, more convoluted mechanics and special cases.

This. Also, whats wrong with good old leveling the entire village to the ground? Sounds to me, under the disguise of caring for sieges to be 'fun' and not 'boolean' what he really wants is to turn it into some meaningless activity, where I as a raider if I'm lucky get to enter an enemy base through the 'breach' steal some leftovers and fuck off. But it's not what it's all about, little Granger, sieging is about causing damage not petty thievery.

And thus... we clearly need a distinction between the two in game terms. Some people just want to loot abandoned bases (or what looks to be, anyway). Others want to faceroll hulksmash their enemies.

This isn't about abandoned bases at all though. Claims already decay, and you can raid decayed claims pretty easily.
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Re: Into the Breach!

Postby jorb » Wed Mar 20, 2019 9:44 am

Granger wrote:Possibly breaking walls in siege could (instead of cascading delete them) create a 'Breach' that allows entering the inside but (similar how gates apply visitor) applies a debuff that limits the total amount of damage that can be inflicted on the inside (tracked for that breach, not per character that goes through it)?


Strong incentives for defenders to smash fake things to nullify the breach.
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Re: Into the Breach!

Postby Jackwolf » Wed Mar 20, 2019 10:38 am

Maybe some sort of new distinction of a "Raiding party" rather than a regular party, in which the raiding party that creates the breach are the only ones who contribute damage towards its total?

Slightly random idea of some sort of new type of toggle for Raiding rather than regular criminal acts? unsure what it could be used with but maybe someone else can expand on it. (Edit; maybe some benefit for going raiding over criminal, making your scents easier to see but in turn doing... something idk)

Another thought of bringing back the Chieftain role from Legacy, with some sort of ability to lead war-parties/raiding parties. Perhaps a position like this for kingdoms? People outside of the village/kingdom could be invited to said party, viewed in the line of mercenaries or allies.

idk, it's all spitballing


Something I remember from some other game whose name i've long since forgotten, but it was something along the lines of when a siege is declared both parties are unable to affect the other for X amount of time, and a time is either agreed upon or set by the system for hostilities to commence - which gives both sides time to rally their forces. When the time comes the fighting happens. Walls are broken and attackers are slain, and after a set amount of time the siege ends with both sides unable to continue / the losing side being forced back.

The only way I can see this working in any sort of aspect for haven is that during this set time all crimes would be nullified or reduced to give the attackers an opportunity to reek havoc, whilst the defenders would be able to actually fight the attackers without rage maybe. The only way I could see this viable is if its only applicable against something similar to the war party idea above, where the attacking war party has those restrictions waved and then the defenders are given the ability to initiate combat with said attackers.

It's a really poor outline of an idea, but maybe someone else can expand on it
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Re: Into the Breach!

Postby Kirche » Wed Mar 20, 2019 11:09 am

how about a "soft" siege where you use a battering ram on a gate, when whatever conditions are met the gate falls open as do all gates on the connected claim and claims it overlaps, being unable to be closed for several hours afterwards, this deactivates visitor gates and allows criminal actions within the walls, however, vandalizing doesn't completely destroy anything save for perhaps realm objects, instead it puts it into a state of being broken causing it to no longer have a physical hitbox like an unbuilt sign, it can only be repaired when the siege has ended to prevent abuse, theft, assault and murder are still fully permitted, I don't have any ideas for "hard" sieges.
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