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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Tunneling though Dirt and Stone
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.
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Gentley
- Posts: 86
- Joined: Sun Apr 18, 2010 10:55 am
Re: Tunneling though Dirt and Stone
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.
At this point, its just another thing on the long list of things that would be awesome, but are impossible to include right now.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Tunneling though Dirt and Stone
Consider them seperate layers.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.
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.
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Gentley
- Posts: 86
- Joined: Sun Apr 18, 2010 10:55 am
Re: Tunneling though Dirt and Stone
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.
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.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Tunneling though Dirt and Stone
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
although connecting cellars to caves could be pretty interesting
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Gentley
- Posts: 86
- Joined: Sun Apr 18, 2010 10:55 am
Re: Tunneling though Dirt and Stone
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.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
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Tunneling though Dirt and Stone
im having difficulty deciphering your engrish. what exactly are you trying to say?
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Tunneling though Dirt and Stone
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.
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Gentley
- Posts: 86
- Joined: Sun Apr 18, 2010 10:55 am
Re: Tunneling though Dirt and Stone
Sry, i wanted to say that it would still be hard to defend a mine you find in a cave.Jackard wrote:im having difficulty deciphering your engrish. what exactly are you trying to say?
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Tunneling though Dirt and Stone
-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?
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?
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