Roads & Teleportation

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

Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Sevenless » Thu Oct 15, 2015 5:08 pm

Procne wrote:
Avu wrote:Even if you do this there's no way to wall check since roads bypass the walking. And a ram without a wall check is basically free breech. We need a better system.

Well, the attacker has to build the ram and probably guard it a bit. If they succeed they get what? The road is broken for a moment, which can be easily fixed. A lot of effort for minor damage.
What would be the bigger problem is the fact attackers could place obstacles and hunt people who are pulled out of the hyperspace...


I daresay that's the entire point of this system. But currently all the power is to the offense if they're patient enough to figure out which road to break and to wait.

Even with that made, we all know roads over any significant distance are just too fragile to make. I'm not talking local roads, those get built. I'm talking highways that would actually start up a trading economy.

Honestly, I almost feel like some sort of "old road" should exist maybe in a cross from world gen. Give us some sort of game protected main roads, and then let us build off of them and hook up or not. Game lore already exists for this type of construct imo, with statues and ROB existing.
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Potjeh » Thu Oct 15, 2015 5:16 pm

A highway system would need a strong alliance to hunt down and punish highwaymen. GLHF with that.
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Sevenless » Thu Oct 15, 2015 5:40 pm

Potjeh wrote:A highway system would need a strong alliance to hunt down and punish highwaymen. GLHF with that.


Would it? Lets just assume the main highway is invulnerable to being destroyed/blocked (theory land style)

Why would there need to be an alliance hunting bandits? Plenty of robbery and killing goes unpunished already. If anything, a highway system would redefine the distance bandits can travel looking for targets as well.
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Re: Roads & Teleportation

Postby Kaios » Thu Oct 15, 2015 6:04 pm

I moved the road conversation out of that other thread in to this one.

Players built highways when they did not matter at all, why wouldn't they do it now? I just think we need a more streamlined way of doing it. Perhaps I'm alone in this but if I'm going to build a highway I'm not doing it until I can attach a plow or five to my wagon.
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Re: Roads & Teleportation

Postby Potjeh » Thu Oct 15, 2015 6:04 pm

Because waylaying would be so common as to make highways worse than useless.
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Re: Roads & Teleportation

Postby Kaios » Thu Oct 15, 2015 6:56 pm

Potjeh wrote:Because waylaying would be so common as to make highways worse than useless.


True enough but once a road is discovered it can happen at any time anyways, does it really matter that there is some paving below it or not?

I think people take issue more with the fact that they can be so easily destroyed, rather than just the waylaying aspect itself. This is exactly what the waylay mechanic was intended for.
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Re: Roads & Teleportation

Postby Potjeh » Thu Oct 15, 2015 7:06 pm

TBH I think that road destruction is an overblown problem. Segments are numerous and cheap to rebuild, and going around and destroying them takes time and stamina. I think most of road "destruction" will come in form of destroying a single segment to mess with it.
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Re: Roads & Teleportation

Postby eolind » Thu Oct 15, 2015 10:21 pm

Kaios wrote:Players built highways when they did not matter at all, why wouldn't they do it now? I just think we need a more streamlined way of doing it. Perhaps I'm alone in this but if I'm going to build a highway I'm not doing it until I can attach a plow or five to my wagon.


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Re: Roads & Teleportation

Postby Jackwolf » Fri Oct 16, 2015 2:29 am

Beautiful.
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Re: Roads & Teleportation

Postby Darruin » Fri Oct 16, 2015 6:05 am

Roadsigns are invisible to all players but the one who built it. You can "teach" players known roads and suddenly the signs becomes visible and usable to them. Only those who know of the road can destroy them, and if blocked by an obstacle by some griefer you pass through the blockage to the next sign regardless. Or have some weird no building protection zone so nobody can build near the signs and trap players. If you build a claim through the road eventually the road will be blocked and require rerouting, like after 2 weeks or whatever. You can still be ambushed, disadvantage for your advantage of a road. Also make them expensive so the protection isn't abused (on a mass scale ¦] ).
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