"Merchant's Roads"

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"Merchant's Roads"

Postby Archiplex » Thu Nov 26, 2015 11:12 am

I had this idea a while ago and since now we're all fussing on about trading and all that not-archery-related gunk I figure I might as well make a thread about it.


Merchants roads would be a special tile/road type that would cost something extra (Metal to pave? Silk filaments? Don't know, the idea is to make it not easily made)

Merchant's roads would do a number of thing and require at LEAST a single, continuous path of the tile type. It would enhance all nearby PAVED tiles (Any paving type, as long as it's PAVED) within 2-3 tiles to give some buff called "Merchant's Sprint"

Merchant's sprint instantly deactivates if any of these happen:

An unidentified hearthling enters vision (You can memorize them and then proceed alongside).
You are aggro'd (Ruh roh raggy)
You walk off a Merchant Road tile.

Once you lose the buff, you cannot regain it for 1 minute.

Merchant's sprint would grant these buffs:

Wagon movement will now run at speed 4, possibly higher if horses are ever allowed to be
No stamina drain for either horses or hearthlings for any type of movement (All other stamina drain in effect

Now, the change seems a little unecessary at the moment, but this was essentially my idea to replace "long distance" crossroads, and having crossroads not be capable of teleporting supergrids anymore by giving them a short maximum distance/connections. CR's inherently have a danger of teleporting into an enemy ganksquad as well, which while this wouldn't eliminate running into enemies (You lose the buff for a minute if you encounter the dangerous BAND OF RAIDERS), it allows a much nicer and appropriate space to react.

Also it would be totally cool to have caravans of goods being escorted by two warriors on a horse side by side. Just sayin'

And though the title is "merchant", It could really be used for more than just trade.

Idunno, thoughts?
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Re: "Merchant's Roads"

Postby hitzu » Thu Nov 26, 2015 6:26 pm

What the problem do you want to solve?
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Re: "Merchant's Roads"

Postby shubla » Thu Nov 26, 2015 7:09 pm

hitzu wrote:What the problem do you want to solve?

Good question. Merchant road looks like something that would be neat to abuse
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Re: "Merchant's Roads"

Postby CloudJhi » Thu Nov 26, 2015 7:43 pm

hitzu wrote:What the problem do you want to solve?

Dropping into a ganksquad and being unable to properly defend yourself is one. With this form of road it makes it safer to travel without outright eliminating the risk of ambushes.
shubla wrote:Good question. Merchant road looks like something that would be neat to abuse

Abusable how?
Please state how you feel it would be abused. Mostly for my convenience so I don't have to wrack my head thinking "how the hell would I use this to unfairly benefit myself?"

Way it works is that ambushers can use the buff for themselves as well anyway so I really am not seeing much problem with this unless its pointed out.

Literally the only con to this is that travel is not instant. It's still fast, but it's not instant.
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Re: "Merchant's Roads"

Postby Archiplex » Fri Nov 27, 2015 3:52 am

shubla wrote:
hitzu wrote:What the problem do you want to solve?

Good question. Merchant road looks like something that would be neat to abuse



It's not any more abuseable than crossroads currently are, and arguably less abuseable since you can't set ganking portions on a road and cause an unescapable death.

hitzu wrote:What the problem do you want to solve?


The idea is to have a form of longer distance travel that doesn't include teleporting- which can already be seen as an issue since there are already super-grid sized crossroads that allow people to instantly pop from one end to another.
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Re: "Merchant's Roads"

Postby hitzu » Fri Nov 27, 2015 9:34 pm

Archiplex wrote:The idea is to have a form of longer distance travel that doesn't include teleporting- which can already be seen as an issue since there are already super-grid sized crossroads that allow people to instantly pop from one end to another.

it seems that you want to solve two different problems as a single one.

1) The teleportation thing, that makes a huge world less valuable
2) The abuse of the weakness just after the teleportation

Ok, you can implement a special pavement with special properties that could be abused in many different and yet unknown ways

OR

you could solve two problems independently without adding new entities.

For example reducing the max quantity of intermediate poles and making people invincible for the short period after teleportation.
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Re: "Merchant's Roads"

Postby Raffeh » Fri Nov 27, 2015 9:38 pm

hitzu wrote:
For example reducing the max quantity of intermediate poles and making people invincible for the short period after teleportation.


Worst suggestion ever imo :)
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Re: "Merchant's Roads"

Postby hitzu » Fri Nov 27, 2015 9:49 pm

Raffeh wrote:
hitzu wrote:
For example reducing the max quantity of intermediate poles and making people invincible for the short period after teleportation.


Worst suggestion ever imo :)

Thank you ^___^
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Re: "Merchant's Roads"

Postby CloudJhi » Sat Nov 28, 2015 1:19 am

hitzu wrote: could be abused in many different and yet unknown ways


If this is the driving reason for saying no to this idea
Then that's a stupid reason, just saying

Nothing would get done if you fear unknown consequences far more than the presented gains.
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Re: "Merchant's Roads"

Postby hitzu » Sat Nov 28, 2015 2:14 am

CloudJhi wrote:If this is the driving reason for saying no to this idea.

No. I just cannot figure out why this should work as intended and why this is not working at the moment.
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