Tunneling though Dirt and Stone

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Potjeh
Posts: 11825
Joined: Fri May 29, 2009 4:03 pm

Re: Tunneling though Dirt and Stone

Post by Potjeh »

The main problem is that tunnels eliminate the warning time that rams give you. As cool as tunnelling and counter-tunnelling is (think siege of Vienna), I just don't think it can be pulled off well enough in an MMO.
Image Bottleneck
User avatar
Gentley
Posts: 86
Joined: Sun Apr 18, 2010 10:55 am

Re: Tunneling though Dirt and Stone

Post by Gentley »

There`s a ton of reason why this ain`t a good idea, just think of cellars, mines ( they`re infinte right now, if tunneling was possible, they had to have an area, and everyone could dig there ), caves and their herbs ( should they spawn in manmade tunnels? ), Q areas, and as mentioned before: security.

At this point, its just another thing on the long list of things that would be awesome, but are impossible to include right now.
User avatar
DatOneGuy
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: Tunneling though Dirt and Stone

Post by DatOneGuy »

Gentley wrote:There`s a ton of reason why this ain`t a good idea, just think of cellars, mines ( they`re infinte right now, if tunneling was possible, they had to have an area, and everyone could dig there ), caves and their herbs ( should they spawn in manmade tunnels? ), Q areas, and as mentioned before: security.

At this point, its just another thing on the long list of things that would be awesome, but are impossible to include right now.
Consider them seperate layers.

Layer1 - Overworld
Layer2 - Cellars
Layer3 - Caves & Tunneling stuff (so that you can also run into caves this way :O
Layer4 - Mines

The reason to not have Cellars/Mines be part of it is because of the way they work at the moment, they're not part of the worldmap or seem to reference it at all outside of the door linking the two 'worlds'. Would be a pain to do that.

Might I reintroduce the idea of walls spanning between the Overworld AND the Caves/Tunnels? Ability to completely block off. Or walls underneath (double as supports)?

Would be very fun, and as long as there's defence underground that also requires something to be built to break it there's no problem (like a ram). It can be even harder if the ram has to be wheeled inside and built in the overworld.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
Gentley
Posts: 86
Joined: Sun Apr 18, 2010 10:55 am

Re: Tunneling though Dirt and Stone

Post by Gentley »

so you are a single player, you have a nice mine in a cave, and your claim at the only entrace.

If you can dig through ground, this single person has to dig a complete circle around the entrace all the way to the mine, and build a wall there. hf.

You could introduce claims in cave though.
and houses in caves.
and walls.
and everything else.
making it a complete second world.
oh wait, we allready got one.
This game just ain`t 3D, we should stick to the groundlevel.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Tunneling though Dirt and Stone

Post by Jackard »

tunneling through caves is fine as long as it doesnt let you break through to the surface. horizontal-digging only, not vertical

although connecting cellars to caves could be pretty interesting
User avatar
Gentley
Posts: 86
Joined: Sun Apr 18, 2010 10:55 am

Re: Tunneling though Dirt and Stone

Post by Gentley »

Jackard wrote:tunneling through caves is fine as long as it doesnt let you break through to the surface. horizontal-digging only, not vertical

although connecting cellars to caves could be pretty interesting
This would still make Cavemines a public good, unless there are even more changes to caves, and i cant even count the issues connected to claims underneath the surface.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Tunneling though Dirt and Stone

Post by Jackard »

im having difficulty deciphering your engrish. what exactly are you trying to say?
User avatar
theTrav
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Tunneling though Dirt and Stone

Post by theTrav »

So long as they take a seriously long time to build and players can collapse them I don't see tunneling under walls as such an issue.
User avatar
Gentley
Posts: 86
Joined: Sun Apr 18, 2010 10:55 am

Re: Tunneling though Dirt and Stone

Post by Gentley »

Jackard wrote:im having difficulty deciphering your engrish. what exactly are you trying to say?
Sry, i wanted to say that it would still be hard to defend a mine you find in a cave.
User avatar
Grog
Posts: 2747
Joined: Mon Feb 08, 2010 11:42 pm
Location: Germany

Re: Tunneling though Dirt and Stone

Post by Grog »

-1 to tunneling through surface
for above mentioned reasons.

+1 to jackards suggestion
connecting cellars sounds good, and it would really help in caves (found a big area in a cave, closed for by by just one tile of dirt)

but then there should be a way of sealing your cellar/ cellar-walls/ minewalls/ cavewalls
like in dungeon keeper - someone knows this old game?
dungeon keeper.jpg
Favourite thread: viewtopic.php?f=9&t=3388

Return to “Critique & Ideas”