I dunno, don't people bring horses for raids? Making a cart isn't hard, and carts with horses move really fast so you can easily transport the knarr to the water and travel back with all your redhanded buddies and phat lewtz after a successful siege. The siege part is hard, but I think the transporting would be easy.Comodo wrote:Now to the topic on hand, The easiest way to protect a knarr would be the ability to disassemble it, but I guess that this would come with some abusable mechanics such as being able to easily switch river systems and other such things. I guess this can be prevented partially by only allowing transport of knarr parts by cart, but then again this would make it almost impossible to steal a knarr, even if a village is sieged.
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Glorthan
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Re: Add keys for knarr
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GenghisKhan44
- Posts: 969
- Joined: Sat Feb 18, 2012 4:56 pm
Re: Add keys for knarr
What is there to lock? Functional, but it doesn't make any sense. And knarrs can still block waterways. Can we solve that problem before suggesting anything else that can make a knarr unmovable on the water?
Oh, and by the way:



Oh, and by the way:
Your drawing style is a cross between Ethiopian iconography and Monster High.Burinn wrote:


"...the dungeon and shackles are already at my threshold to show me here and now my eternal disgrace. Only you can work the miracle to make life possible for a soul so imperiled by doubt, O Atoner for all, exalted beyond saying." - St. Gregory of Narek, Book of Lamentations, Prayer 1.
You are much loved! Love in return!
You are much loved! Love in return!
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Burinn
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Re: Add keys for knarr
Thanks!GenghisKhan44 wrote:What is there to lock? Functional, but it doesn't make any sense. And knarrs can still block waterways. Can we solve that problem before suggesting anything else that can make a knarr unmovable on the water?
Oh, and by the way:Your drawing style is a cross between Ethiopian iconography and Monster High.Burinn wrote:
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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DeadlyPencil
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Re: Add keys for knarr
hopefully this wont get to buried in this topic as i think its good.
Make it so you can "beach" the knarr. While beached maybe make it take multiple people with enough strength (go pass soak threshold) to unbeach it over time.
So as examples
if you have 2 guys, with 100 str, might take you an hour to unbeach an enemies knarr
if you have 1 guy with 100 str, he doesn't meat the soak threashold so would not be able to move it
if you show up with 4 people with 100 strength each, might take you 10 minutes.
their would be a max number of people who can unbeach at a time, just like the ram as well.
So think of this as ramming a brick wall but instead your unbeaching a knarr. so your combined str is used to calculate your unbeaching ability. The knarr would have a default soak value so that noobies cant unbeach it easily.
Make it so you can "beach" the knarr. While beached maybe make it take multiple people with enough strength (go pass soak threshold) to unbeach it over time.
So as examples
if you have 2 guys, with 100 str, might take you an hour to unbeach an enemies knarr
if you have 1 guy with 100 str, he doesn't meat the soak threashold so would not be able to move it
if you show up with 4 people with 100 strength each, might take you 10 minutes.
their would be a max number of people who can unbeach at a time, just like the ram as well.
So think of this as ramming a brick wall but instead your unbeaching a knarr. so your combined str is used to calculate your unbeaching ability. The knarr would have a default soak value so that noobies cant unbeach it easily.
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Ysh
- Posts: 5953
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Re: Add keys for knarr
I do not think this will changed anything. Any faction better than trashcan can steal the boats as they please with little time or efforts.DeadlyPencil wrote:hopefully this wont get to buried in this topic as i think its good.
Make it so you can "beach" the knarr. While beached maybe make it take multiple people with enough strength (go pass soak threshold) to unbeach it over time.
So as examples
if you have 2 guys, with 100 str, might take you an hour to unbeach an enemies knarr
if you have 1 guy with 100 str, he doesn't meat the soak threashold so would not be able to move it
if you show up with 4 people with 100 strength each, might take you 10 minutes.
their would be a max number of people who can unbeach at a time, just like the ram as well.
So think of this as ramming a brick wall but instead your unbeaching a knarr. so your combined str is used to calculate your unbeaching ability. The knarr would have a default soak value so that noobies cant unbeach it easily.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Ragnar214
- Posts: 276
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Re: Add keys for knarr
DeadlyPencil wrote:hopefully this wont get to buried in this topic as i think its good.
Make it so you can "beach" the knarr. While beached maybe make it take multiple people with enough strength (go pass soak threshold) to unbeach it over time.
So as examples
if you have 2 guys, with 100 str, might take you an hour to unbeach an enemies knarr
if you have 1 guy with 100 str, he doesn't meat the soak threashold so would not be able to move it
if you show up with 4 people with 100 strength each, might take you 10 minutes.
their would be a max number of people who can unbeach at a time, just like the ram as well.
So think of this as ramming a brick wall but instead your unbeaching a knarr. so your combined str is used to calculate your unbeaching ability. The knarr would have a default soak value so that noobies cant unbeach it easily.
I like this.
Vikings did bring their large boats inland sometimes. Not sure how they would have moved them like that? Maybe a log highway? Rolled it across pulling it with horses? And beaching a boat should be possible either by using a rope per person to attach to the knarr and drag it inland. Or push it back out like you were saying. Using the same mechanics you're talking about.
As for a Key for the Knarrs.
How about introducing a Dock or Pier building. Once you have that and a Knarr you have to make a "Chain" Item out of of metal or "Chain Links" (Another item). Then you attach your chain to the Knarr and Dock and attach a Lock that comes with a Key.
If not a dock then a Stone Pillar of some sort that can be built the closest it can to the water.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Add keys for knarr
Not a bad place to be.GenghisKhan44 wrote:Your drawing style is a cross between Ethiopian iconography and Monster High.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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GenghisKhan44
- Posts: 969
- Joined: Sat Feb 18, 2012 4:56 pm
Re: Add keys for knarr
It is better than stick people.jorb wrote:Not a bad place to be.GenghisKhan44 wrote:Your drawing style is a cross between Ethiopian iconography and Monster High.
"...the dungeon and shackles are already at my threshold to show me here and now my eternal disgrace. Only you can work the miracle to make life possible for a soul so imperiled by doubt, O Atoner for all, exalted beyond saying." - St. Gregory of Narek, Book of Lamentations, Prayer 1.
You are much loved! Love in return!
You are much loved! Love in return!
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Burinn
- Posts: 3097
- Joined: Thu Aug 20, 2015 11:48 pm
- Location: Internet Prison Plotting Her Escape
Re: Add keys for knarr
GenghisKhan44 wrote:It is better than stick people.jorb wrote:Not a bad place to be.GenghisKhan44 wrote:Your drawing style is a cross between Ethiopian iconography and Monster High.
Everyone has to start somewhere.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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dageir
- Posts: 1973
- Joined: Sat Mar 31, 2012 12:37 pm
Re: Add keys for knarr
How about you need 4 characters to carry an empty knarr at slow speed?Ragnar214 wrote:DeadlyPencil wrote:hopefully this wont get to buried in this topic as i think its good.
Make it so you can "beach" the knarr. While beached maybe make it take multiple people with enough strength (go pass soak threshold) to unbeach it over time.
So as examples
if you have 2 guys, with 100 str, might take you an hour to unbeach an enemies knarr
if you have 1 guy with 100 str, he doesn't meat the soak threashold so would not be able to move it
if you show up with 4 people with 100 strength each, might take you 10 minutes.
their would be a max number of people who can unbeach at a time, just like the ram as well.
So think of this as ramming a brick wall but instead your unbeaching a knarr. so your combined str is used to calculate your unbeaching ability. The knarr would have a default soak value so that noobies cant unbeach it easily.
I like this.
Vikings did bring their large boats inland sometimes. Not sure how they would have moved them like that? Maybe a log highway? Rolled it across pulling it with horses? And beaching a boat should be possible either by using a rope per person to attach to the knarr and drag it inland. Or push it back out like you were saying. Using the same mechanics you're talking about.
As for a Key for the Knarrs.
How about introducing a Dock or Pier building. Once you have that and a Knarr you have to make a "Chain" Item out of of metal or "Chain Links" (Another item). Then you attach your chain to the Knarr and Dock and attach a Lock that comes with a Key.
If not a dock then a Stone Pillar of some sort that can be built the closest it can to the water.
Strength should perhaps not matter? This way knarrs could be carried inside walls.
An other viewpoint would be: "Do not build what you can not defend."

