Roads & Teleportation

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

Re: Roads & Teleportation

Postby Avu » Fri Oct 16, 2015 6:50 am

I still want actual roads not signs as a mechanic. Anything connected by a road can be reached if you know the endpoint name. You can inscribe often used names in your road marker but it's not necesary for travel. Physically destroy the road needs a system similar to arson. You damage the tiles with at least similar amount of work and materials that was put in to build it takes a week to fully decay and can be repaired in the meantime. You get the option to teleport to road tampered areas if your route passes over such an area. Fixing roads is much easier and cheaper than building them.

Eolinds road is how they should look. Other than the markers don't want markers.

Might be computing intensive to figure out pathways with my system, very much so.
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Re: Roads & Teleportation

Postby theoddfielding » Fri Oct 16, 2015 6:59 am

I like that idea, and it would be awesome to see real roads. But like you say, the logic might put too much work on the server. I've got no solutions for that.

As for the actual construction of roads, even if it were absolutely the only way to travel, I don't think we'd see very many the way paving works now. Might need to be some way built in to stretch materials if you're explicitly building a road with them. Otherwise players just won't bother.

Either that or greater incentives to actually travel to justify the work of plowing and paving such a huge area.

Or why not both those things.
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