A special road which belongs to a kingdom and can only be built within the kingdom area.
Subsequent roadsigns cannot block or be blocked by anything, unlike normal roads. To destroy one, you need to issue a kingdom challenge on it.(possibly Siegecraft)
Features:
-Can go from inside one walled area to inside another (it is not blocked by walls)
-Distance between segments is 3 minimaps or more.
-A segment can be connected to a segment of a different kingdom by using party permissions between two representatives of kingdoms
-maximum 6 directions
Flaw:
-you can only jump from point A to point B, cannot stop in the middle (as the road is unblockable)
Factors
-Can't be blocked and camped
-if the segment remained in uncovered territories any can break it with hands
-If the main segment is in your claim or village, you can turn off that direction so nobody can jump to it
Cost:
-Construction of segments could include Guano possibly Spring Water
-Main post would require precious metals, possibly gold
-buildings segments require realm authority
Reason for the idea:
vandal alts often destroy roads without risking anything or revealing their face, for example CF roads are regularly destroyed
Kingdom must imply stability and the ability to provide protection, but noond can guarantee this without giving the game much more attention than they give real life. Royal projects need logistics but currently anyone can waste people's time and harm them without repercussions.
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SaltyCrate
- Posts: 160
- Joined: Fri Nov 04, 2016 6:34 pm
Re: Kingdom Road
So basically legacy crossroads. No, thanks.
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lol123456
- Posts: 53
- Joined: Thu Mar 17, 2011 1:27 pm
Re: Kingdom Road
variety and gradation at road types? too many conditions to say that they are basic like in legacy.SaltyCrate wrote:So basically legacy crossroads. No, thanks.
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Kingdom Road
Kingdoms for sure need more uses, and some type of fast travel within a kingdom would I think be pretty cool. Roads, on the other hand, are super clunky and annoying, and I would rather see it reworked than convoluted with more shit. It could perhaps be cool if charter stones became tied to kingdoms, being like an authority object that villages would need to request from the realm. Kingdom authority could also be a resource used for fast traveling. At the moment, travelling is limited by heartwood leaves, which is a pretty arbitrary and annoying thing to collect just to be able to fast travel.
(once and futue king btw)
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Flyrella
- Posts: 430
- Joined: Wed Jul 03, 2013 12:28 am
Re: Kingdom Road
yes please. I would like to have safe roads :3
+ if made as suggested, they would need lots of rare resourses so it is not like there will be lots of them anyway
+ if made as suggested, they would need lots of rare resourses so it is not like there will be lots of them anyway
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Kingdom Road
-1 Fast travel of all kinds are a pox on the face of the hearthlands, and the last thing we need is for it to be "safer" or for there there be more fucking road litter.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Makzul78
- Posts: 115
- Joined: Sat Jun 20, 2015 2:56 pm
Re: Kingdom Road
-1 makes the game less hardcore.
jorb wrote:Inb4 red bounding boxes, movement indication vectors, &c&c. Bye art, hello matrix, tru pvp4lyfe #winning.
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Lyrroth
- Posts: 428
- Joined: Mon Apr 24, 2017 1:35 am
Re: Kingdom Road
Bash down cairn make it makes the road stop completely, beside making those a pile of stones that anybody barely touches
on top of that each use by each player drains authority by 0.5% and gives a cooldown before it can be used again
on top of that each use by each player drains authority by 0.5% and gives a cooldown before it can be used again
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LostJustice
- Posts: 691
- Joined: Sun Mar 25, 2012 3:57 am
Re: Kingdom Road
No... just no. Someone will make a way to spawn bots just to drain authority and ruin a kingdom. I don’t mind this idea and it has it’s uses. It should be expensive and maybe the more you build the more exponential is the maintenance. It would also give kingdoms more of a use because right now kingdoms feel like static buffs.Lyrroth wrote:Bash down cairn make it makes the road stop completely, beside making those a pile of stones that anybody barely touches
on top of that each use by each player drains authority by 0.5% and gives a cooldown before it can be used again
Part of the problem though is the road system. It is chaotic, easier to break than repair, constantly being abused ect. I much rather have a fix for this but I am not even sure for myself how to go about that.

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Mario_Demorez
- Posts: 599
- Joined: Sun Jan 11, 2015 9:32 pm
Re: Kingdom Road
This would be a good buff to realms where it doesn't make realms over powered and helps everyone in the realm as well. I am really not going to like this suggestion since I don't live in HH myself but maybe make it where your hearth fire has to be in the realm borders to use the roads.