Major trade route interest.

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Re: Major trade route interest.

Postby Breakneck9 » Mon Oct 11, 2010 4:29 pm

It's nice to hear that others have been as active with the creativity road paving can be. I had thought we were the only ones doing it just for the fun of doing it. The crossroads network is also a viable idea and probably much quicker to build for the entire H&H map than roads.
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Re: Major trade route interest.

Postby Chakravanti » Mon Oct 11, 2010 6:32 pm

I'd been thinking about it and one of the reasons nomadic lifestyle depends on increased village management specifically because these waypoints need to be established and that means we need wagon gates and the option to extend permissions to limited sections of a village and between communication and jackard's replacement for keys Caravans can stop at villages to rest etc. and prepare goods to be brought to the marketplace which, for security purposes would ideally be surrounded by these 'rooms' so that traders can directly access the market after they've arrived.
As it stands, travellers will have to make the entire journey and return in one go and a network of milestones indicating efficient travel routes will greatly benefit new players as they crop up and start looking for neighbors.
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Re: Major trade route interest.

Postby Nonsapient » Tue Oct 12, 2010 12:46 am

Chakravanti wrote: network of milestones indicating efficient travel routes will greatly benefit new players as they crop up and start looking for neighbors.


It'll also provide a guaranteed means of finding Naowut.

This is what I was wanting to do from the start, in a way. Establish a free tavern village, to aid the fast travel (stocking low-q beer etc, to reduce travel weariness) and creating small cabins with beds for people to temporarily claim to park their goods (spaced in such a way that expanding your claim isn't really possible)

When work lets up I would totally be down for doing this, using both the crossroads and road systems.
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Re: Major trade route interest.

Postby saltmummy626 » Tue Oct 12, 2010 2:56 am

Its not a bad idea. ive had to table my own road building project out of necessity recently, but I was going to pave a road from where I am now, to near buyan, and from buyan to nople. not for ease of travel, but so a would have something to do on my way to nople.
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Re: Major trade route interest.

Postby aso11 » Tue Oct 12, 2010 4:14 am

saltmummy626 wrote:Its not a bad idea. ive had to table my own road building project out of necessity recently, but I was going to pave a road from where I am now, to near buyan, and from buyan to nople. not for ease of travel, but so a would have something to do on my way to nople.

Perhaps our roads will meet?
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Re: Major trade route interest.

Postby NaoWhut » Tue Oct 12, 2010 4:30 am

Nonsapient wrote:
Chakravanti wrote: network of milestones indicating efficient travel routes will greatly benefit new players as they crop up and start looking for neighbors.


It'll also provide a guaranteed means of finding Naowut.

This is what I was wanting to do from the start, in a way. Establish a free tavern village, to aid the fast travel (stocking low-q beer etc, to reduce travel weariness) and creating small cabins with beds for people to temporarily claim to park their goods (spaced in such a way that expanding your claim isn't really possible)

When work lets up I would totally be down for doing this, using both the crossroads and road systems.


Selling beer/wine in a stall at the crossroad
would probably be a pretty good idea, along
with beds in a claim that gives all rights to
white names, then post the HS to that alt on
a runestone by the door and boom! then take
the stone inside so no one else knows
the hearth secret. dekin with alt after they're
gone and change HS. Kinda cool but the beer/
wine at the crossroads would probably do for
most people.

Interested to see how your place goes.
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Re: Major trade route interest.

Postby Nonsapient » Tue Oct 12, 2010 2:19 pm

NaoWhut wrote:
Nonsapient wrote:
Chakravanti wrote: network of milestones indicating efficient travel routes will greatly benefit new players as they crop up and start looking for neighbors.


It'll also provide a guaranteed means of finding Naowut.

This is what I was wanting to do from the start, in a way. Establish a free tavern village, to aid the fast travel (stocking low-q beer etc, to reduce travel weariness) and creating small cabins with beds for people to temporarily claim to park their goods (spaced in such a way that expanding your claim isn't really possible)

When work lets up I would totally be down for doing this, using both the crossroads and road systems.


Selling beer/wine in a stall at the crossroad
would probably be a pretty good idea, along
with beds in a claim that gives all rights to
white names, then post the HS to that alt on
a runestone by the door and boom! then take
the stone inside so no one else knows
the hearth secret. dekin with alt after they're
gone and change HS. Kinda cool but the beer/
wine at the crossroads would probably do for
most people.

Interested to see how your place goes.

That's a really good idea. Thanks Nao.
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Re: Major trade route interest.

Postby FritzPL » Wed Oct 13, 2010 3:02 pm

Agree. About bridges,stake claims(village?) with allowed trespassing and rafts.
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