"Merchant's Roads"

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

Re: "Merchant's Roads"

Postby Archiplex » Sat Nov 28, 2015 10:59 am

hitzu wrote:
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.



That, and I just figured the system seemed nice without too many fronts for abuse and fit in well with the game.

I don't see why we have to avoid adding new entities at all, though.
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Re: "Merchant's Roads"

Postby jorb » Mon Nov 30, 2015 1:17 pm

Archiplex wrote:require at LEAST a single, continuous path of the tile type.


All other things aside for the moment, I don't think we can track that. If we could we would probably do it already.
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Re: "Merchant's Roads"

Postby Archiplex » Mon Nov 30, 2015 3:17 pm

jorb wrote:
Archiplex wrote:require at LEAST a single, continuous path of the tile type.


All other things aside for the moment, I don't think we can track that. If we could we would probably do it already.



The alternative idea to this (Which was a plead to the theme of fire, I just thought it was a little less fitting) was a Merchant's Lantern that caused all paved tiles nearby to give the buff, and you would have to create this lantern every sp now and then (Materials would be more obvious, dreams, silk, metal etc)

So every 10-20 tiles or so you'd create the torch which would signify the roads nearby, similar to a village banner (Except, you know, not a claim and only impacts the road tiles)

Arguably more aesthetic too
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Re: "Merchant's Roads"

Postby hitzu » Mon Nov 30, 2015 11:03 pm

Aesthetically I like this more, than a special paving. :)
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