Territorial claim

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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dageir
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Territorial claim

Post by dageir »

An idea to spice things up a bit:
Make kingdoms/territories a thing. Have NPC guards on certain control points that can be defeated.
Control points and guards cost resources to build. DIfferent guards with different qualities and cost.
Also there should be an upkeep cost to them. More interactive than the current claims.
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LadyGoo
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Re: Territorial claim

Post by LadyGoo »

J&Lo had some bandit NPC in world 1 or 2. There should be a solid reason why they have removed them. As well as why the there are no NPC trade centres, safe zones and etc. like in other MMO.
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Kaios
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Re: Territorial claim

Post by Kaios »

I'd be interested to know how they feel about how it worked in Salem and why they decided to try it in the first place. I'm not so sure they had many reasons before Salem for not having some type of safe zone area so I guess that's why they wanted to see how it worked out.
ven
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Re: Territorial claim

Post by ven »

Just pointing out that, instead absolute safe zones, I think a better compromise would be simply an area with increased costs for criminal acts, like a longer debuff or HHP damage.

If kingdoms/territories are made a thing, it would be interesting if we're made able to customize certain features, like that increased cost for crime at the expense of, I don't know, daily sacrifice of gold nuggets or a combat stat penalty for all vassals of the kingdom. That way any group that wants a relatively safe area for trade and such can do so, assuming they pay for it somehow.
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dageir
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Re: Territorial claim

Post by dageir »

My suggestion was that players would be able to hire or create NPCs to guard their territory while offline.
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bojackson
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Re: Territorial claim

Post by bojackson »

I'm also kind of curious as to how it worked out with the bandits. What were they like and why were they taken out? Factions could be really nice feature for hnh. I think it would help the community grow and connect moreso. Kind of like in Wurm with the kingdoms. I think I've suggested this before a long time ago. Players would be penalized somehow for killing/looting own faction and rewarded for killing looting opposing factions. People would be less inclined to just walk out and kill/fight/troll their neighbors if this was the case I believe. We would also see more teaming up and trading I think.

And for those that want to say oh bro the players are supposed to create that! It's a sandbox! Not gonna happen, people have different views and are too lazy to organize without help from above, aka why it hasn't happened yet or hasn't even come close to fruition. Also most people that play probably don't even go into the forums either, so it would have to be in game ui explaining and dealing with the faction mechanics.
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dageir
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Re: Territorial claim

Post by dageir »

You could for instance place a guard beside a boat or knarr.
Also guard stations could be used to claim land. If anyone entered the area, the guard would start moving towards the trespasser, but could stop following once the
perp left the area or follow until a body of water appeared. An overlord could place guards on the land of subjects to help protect them. The underling could be obligated to feed the guards
or the overlord could do the job if needed. This system would support the development of a feudal system which might not develop as often with only players running the show.
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ven
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Re: Territorial claim

Post by ven »

This is actually a really good idea.
Then make guards consume authority, need food and gear, and you'll have a more dynamic economy again, with a much greater demand for farms, items and curios.

If that's a thing, pets would also be good, including for the emotional engagement of non-pvp'ers. Rimworld's pet system is very applicable to haven, for example.

And this makes kingdoms possible even with the low playercount. Very nice.
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dageir
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Re: Territorial claim

Post by dageir »

Yes there could be guard dogs derived from wolves etc.
We could even implement guard squirrels for fun!
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Grog
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Re: Territorial claim

Post by Grog »

dageir wrote:Yes there could be guard dogs derived from wolves etc.
We could even implement guard squirrels for fun!
They would only make 1 or 5 dmg, but would ignore armor and were really hard to hit. ¦]
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