Knarr/Snekkja quality should not affect their speed.

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

Re: Knarr/Snekkja quality should not affect their speed.

Postby jock » Fri May 13, 2022 10:48 am

I think boats should be more modular and quality should matter on how efficient those modules are.

Hyoothrtically the base boat quality would give more slots or higher effiency based on quality and matieral used.

So every 300ql boat is very different and made for different purposes.

For example.
You make a oak base and it gives + 1 inventory row and +1 ruder slot
Or
A yew base and it gets + 1 seat and +1 attacker slot
Or
Pine base and get +1 sail slot and +1 armor slot

In each slot you can add a type e.g. river rudder, ocean rudder, small sail, large sail

Each of these would be better at specific water based practices

Loses passengers for more cargo space
Lose attacker slots for more speed
Add armour for better whaling but worse speed in rivers etc.

The idea should remove the blanket higher ql = faster and better to higher ql improves it's specialisation ability.

Ofc this needs some more design time but it's the general idea.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby delfer8 » Fri May 13, 2022 12:24 pm

jock wrote:I think boats should be more modular and quality should matter on how efficient those modules are.

Hyoothrtically the base boat quality would give more slots or higher effiency based on quality and matieral used.

So every 300ql boat is very different and made for different purposes.

For example.
You make a oak base and it gives + 1 inventory row and +1 ruder slot
Or
A yew base and it gets + 1 seat and +1 attacker slot
Or
Pine base and get +1 sail slot and +1 armor slot

In each slot you can add a type e.g. river rudder, ocean rudder, small sail, large sail

Each of these would be better at specific water based practices

Loses passengers for more cargo space
Lose attacker slots for more speed
Add armour for better whaling but worse speed in rivers etc.

The idea should remove the blanket higher ql = faster and better to higher ql improves it's specialisation ability.

Ofc this needs some more design time but it's the general idea.


I like it but seems difficult to balance, i dont think jorbtar will enter that maze. Also all gankers for example would build 1 person slot for them and the others speed, so we're in the same problem. To make slots a choice seems difficult to balance from many perspectives more than the example i just said.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby Fostik » Fri May 13, 2022 12:45 pm

I like the idea of modding ships where you can select limited amount of upgrades to get different advantages for different use-cases. And at the same time locking these features on variable materials feels not that good, since it affects appearance of ship, devs will never do that.

Anyway, game is dead, who are you addressing your good ideas to?
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Re: Knarr/Snekkja quality should not affect their speed.

Postby Okocim » Fri May 13, 2022 12:56 pm

I don't really like the modules idea, overly complicated, exploitable, hard to balance. Does it even address the problem?

While I'll miss the extra speed on my boat I do think the best course of action would be to make quality affect durability instead of speed.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby fepalito » Mon May 30, 2022 7:33 am

I'm here just to give my experience as a returning player and a + on this but for a CATH-UP Mechanic (not to PvP like OP says)

I did a knarr on early this w13 (43q) and after 9 months of break i return this month and did a 250q one and the difference was game-change, so if i not have luck find some raided villages with +200/300q tree new players will never able to know how big the map is? or how fast they can spot high quality node with it???? <<?

We don't even have catch up for 90% of things like bones, clay, water(without public wells),hide,tree,stats (now that i thinking, only WWW have catch-up mechanic :shock: ) Why lock the only thing that can make a new player catchup in quality to be depedent on quality? A new player is forced to be locked on a roawboat speed while the rest is at cap from the first week of the world finding the best spots for them.

But i know, this is a type of "objective" to have "geting high quality to make better things" but if you devs gonna to insist on this, atleast make some sort of item to find high quality nodes bellow the higher quality ones that big villages have. I will like to have a water rod to find: [ Lesser quality water < Highest quality water-well existent on the world ] as a exemple. or a spirit guider 200q(y) : [between this and anothers 20(x) mini-maps there is a spawn of 300q(y+100) moose]
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