Regionality

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Chakravanti
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: Regionality

Post by Chakravanti »

DF FTW
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
boxedinacorner
Posts: 46
Joined: Sun Apr 18, 2010 4:36 am

Re: Regionality

Post by boxedinacorner »

What a great idea about regionality! It would definitely add a neat dimension to the game and also bring in some other functions too. You could then implement different types of clothing like a fur coat perhaps for the winter regions? Another thought: could you freeze to death if you spawned randomly into the winter wonderland? Since you would not have the lp to make warm clothing. I suppose some kind of warm clothing could be provided in the start out chest.

Overall, I like this idea though. Make a resource more scarce and only appearing in particular regions so that hearthlings would have to trade!

I wonder what season area would be most populated? Would the hot and humid climate be a favourite? Or just moderate weather? Would snowy areas be avoided?
User avatar
Blxz
Posts: 421
Joined: Mon Apr 05, 2010 12:03 pm

Re: Regionality

Post by Blxz »

Spawn all russians in the winter areas =)
User avatar
Sarge
Posts: 2059
Joined: Fri Oct 09, 2009 3:41 am

Re: Regionality

Post by Sarge »

The idea is that, if the spawning system is to remain, that you only spawn in a region where you can survive with noob starter gear (cold, moderate & warm). Gear would have climate resistance stats or temperature resistance stats so that some gear will assist (but not completely negate) the harshest effects of either freezing blizzards, or the hot dessert sun.

But, this one I personally like most: You could have a belief slider for weather tolerance "Cold-Warm". To state the obvious - the more you slide towards Cold, the more natural resistance your toon has to colder weather and with the gear resistance added, you would be able to survive and live in freezing glacier regions, and visa versa for desserts.

So yes to a previous post, desserts, not tropical beaches, the coconuts were rather about them being found in rare oasis' of dessert regions, since this region could have a serious scarcity of water, that would have a q penalty too, making that it's major challenge, but gold presence it's reward.

Edit: Slider, forgot to mention that sliding towards cold would mean that you would be even less tolerant to warmer regions and at full Cold you could even take penalties in warm regions and hot regions even with the correct gear would be intolerable... and vise versa.
Last edited by Sarge on Sat May 29, 2010 9:40 am, edited 1 time in total.
factnfiction101 wrote:^I agree with this guy.
User avatar
Sleep
Posts: 494
Joined: Sun May 16, 2010 9:28 am

Re: Regionality

Post by Sleep »

Great idea!
This could be useful,since it bases on realism.
This post was made by me.
ThirdEmperor
Posts: 592
Joined: Tue Feb 16, 2010 9:44 pm

Re: Regionality

Post by ThirdEmperor »

You should also get bonuses to crafting certain items depending on your warm/cold slider, desert nomads can't make icepicks.
User avatar
Gulluoglu
Posts: 122
Joined: Sun May 16, 2010 5:08 am

Re: Regionality

Post by Gulluoglu »

I like the idea about a climate (hot-cold) belief slider; what kind of penalties are you thinking? The obvious one to me seems like a bigger drain on anything requiring stamina the further you are from the sweet spot on the slider for a particular climate you are working/living in at the moment. Maybe reduced lp gains due to being unfamiliar with life in other climates too.
User avatar
Sarge
Posts: 2059
Joined: Fri Oct 09, 2009 3:41 am

Re: Regionality

Post by Sarge »

Gulluoglu wrote:I like the idea about a climate (hot-cold) belief slider; what kind of penalties are you thinking? The obvious one to me seems like a bigger drain on anything requiring stamina the further you are from the sweet spot on the slider for a particular climate you are working/living in at the moment. Maybe reduced lp gains due to being unfamiliar with life in other climates too.
Nope, far too easy, it needs to 'ensure' trade and not allow someone with the wrong gear and belief slider setting to have an hour to hunt down resources. I am thinking death, eventually... like leeches drain SHP.
factnfiction101 wrote:^I agree with this guy.
User avatar
Peter
Posts: 1491
Joined: Thu Jun 04, 2009 3:36 am

Re: Regionality

Post by Peter »

Brickbreaker wrote:btw bananas and coconuts in Europe? :?
Easy. African sparrows. They migrate.

You knew that was coming.
Surprise.
User avatar
Jestrb
Posts: 35
Joined: Thu Jan 21, 2010 2:21 pm

Re: Regionality

Post by Jestrb »

Note, survival in the freazing zone should be very hard(like, you should die if not careful), but it should have its own rewards. Example:make animals higher than level 10 apear in the colder area. And there should be more mines in the cold valleys of freazing mouintains, farming should be nearly imposible with serious penatly to q there. Reverse everything for hot climate and make the land in beetween good for farming.
Also diferent animals in diferent climates ( ofcourse animals in the freazing cold should be better)

(fix the trading system and BADABUM, trade would be highly needed)
I loled in your general direction

Return to “Critique & Ideas”