Make Teleportation Sorta Like Milestones Except Not

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Grog
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Re: Travelling

Post by Grog »

potjeh means, that you have to draw a line (more or less "line") froms spot a to spot b. if your marked way is blocked you fall out of the warp, next to the blocking ...say... a fence
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MountainReverie
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Re: Travelling

Post by MountainReverie »

I like this idea. If travel weariness is something that can actually effect the player, then I would accept that as a compromise on instantaneous or near instantaneous travel. Does weariness do something currently? I don't know because I have only fast traveled once. Also, I would like to see an implementation of character fatigue (ie. needing to sleep every so often). It's a different subject, but it could work along with weariness.
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VowOfSilence
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Re: Travelling

Post by VowOfSilence »

Potjeh wrote:I'm suggesting you just warp to your destination, *but* if somebody blocks the road you're using you drop out of warp at the roadblock.
What keeps a lonely trader from instantly warping in 10 warriors in case of an ambush, then? Same for the thieves, of course.
Brickbreaker
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Re: Travelling

Post by Brickbreaker »

VowOfSilence wrote:
Potjeh wrote:I'm suggesting you just warp to your destination, *but* if somebody blocks the road you're using you drop out of warp at the roadblock.
What keeps a lonely trader from instantly warping in 10 warriors in case of an ambush, then? Same for the thieves, of course.
:idea:
Thats the point.
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Wipfmetz
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Re: Travelling

Post by Wipfmetz »

VowOfSilence wrote:
Potjeh wrote:I'm suggesting you just warp to your destination, *but* if somebody blocks the road you're using you drop out of warp at the roadblock.
What keeps a lonely trader from instantly warping in 10 warriors in case of an ambush, then? Same for the thieves, of course.
That he needs 10 warriors on standby, waiting for his signal?
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Teme
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Re: Make Teleportation Sorta Like Milestones Except Not

Post by Teme »

Just make a god damn super highway from other side of the map to other side so u can go with wagons lol.
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VowOfSilence
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Re: Travelling

Post by VowOfSilence »

Wipfmetz wrote:
VowOfSilence wrote:What keeps a lonely trader from instantly warping in 10 warriors in case of an ambush, then? Same for the thieves, of course.
That he needs 10 warriors on standby, waiting for his signal?
Well, yes... and if you can warp in allies, that's what it will be all about.
Spam allies, send the thieves running. Rinse, repeat. Not fun.
Teme wrote:Just make a god damn super highway from other side of the map to other side so u can go with wagons lol.
That's pretty much how it should look like, actually.
No idea why that causes so much raeg, especially if there's still basic fast-traveling. It's not like everyone will be forced to drive the wagons themselves, having a few traveling merchants between towns are enough. It may even make vendor stands usefull, because merchants will pick up your goods when they pass your town.
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gt4329b
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Re: Make Teleportation Sorta Like Milestones Except Not

Post by gt4329b »

To make long-distance non-teleport travel more of an interesting idea, I'd suggest an altogether new game mechanic: bridges. The motivation is to make wagon-based travel/trade a much more compelling choice.

(Of course, bridges aren't a new concept, either -- this seems to be the main thread on them: viewtopic.php?f=5&t=1876)

Different bridge types:
  • wood - cheap to build, but limited to foot traffic only. No walk/run speed advantage (ala paved ground). Boats could not pass underneath.
  • stone - more time-consuming and resource-intensive to build, but allows cart traffic as well as foot traffic. Acts as paved ground, so would confer speed advantage. Could span longer stretches than wood. Boats may pass underneath.
  • metal - most time-consuming and resource-intensive to build, but allows all traffic - including wagons. Acts as paved ground. Could span large rivers. Boats may pass underneath.
All bridges should be built as sections (like a palisade), with a steep component cost for the initial base element.

As for span length: as it would appear that there is pretty much one (approximate) river width in the game, the span differences might be less of a factor.
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