Depleting Resource Points

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

Depleting Resource Points

Postby Squidgy » Fri Dec 03, 2010 11:37 am

nr1 mod abuser here. I've got an idea that'll blow your minds. I did some searching to see if this was suggested already but I got bored, and it doesn't seem like this amazing idea is being talked about much anyways so that's a primary indicator that my ideas are one-of-a-kind, and really good.

So we've got these asshole cities with their gay proxy villages claiming all the good shit, right? These dumbasses are taking your resource quality points and you're just mad. I propose MOVING quality points, which will make the game fucking exciting because now these stupid large cities have to suck YOUR dick because you found the best water/clay/soil on that Tuesday!

The idea is simple. Right now, we have tiles scattered around the world that act as the maximum quality tile, and contains the best shit in the area. This single tile will radiate crappier resources around it, in order to confuse and bewilder people looking to exploit nature to boost their economy. Now, if these points were to just up and disappear with a random set amount of time, those large cities would be SO FUCKED! They would now have to start trading for some of that good shit! HAHAHAHA FUCKING SUCKERS.

Once the point disappears, the remaining resources on the tile will start converging towards the maximum q amount that the tile has, which is 10, or 0 for clay. That way, you won't get unexplored regions with clay everywhere you step and your shoes get all clingy and you got clay feet.

I put some serious thought into this, and it's my first time thinking so if I did leave any issues unaddressed, then through my divine generosity I will allow you to offer your own ideas to append to my awesome idea.

Right, so what will this accomplish?
- Encourage resource trades, because the already limited resources are now RETARDED to find
- Higher incentive to explore, and perhaps re-explore.
- Exploration means a higher chance of random player interaction! Player interaction leads to drama! I love that shit!
- Keeps people busy, gives people jobs in this recessive economy
- Fuck realism. Fixed regenerating quality points ain't realistic, fuck you.
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Re: Depleting Resource Points

Postby Gauteamus » Fri Dec 03, 2010 11:48 am

If we got this in one form or the other, I think it would have to be made easier to find ordinary q10 clay. If you suddenly needs a small amount of emergency clay right now, for a pipe or a throwaway clay cauldron, at least now you know where to go. It would suck to have to go exploring all anew for the sake of a pipe. Easiest would be to make each shallow tile yield one q10 clay before being depleted until decay hits.

How about having the peak points wander around abit (some sort of continuity), instead of them popping out one place and reappearing some random tile.
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Re: Depleting Resource Points

Postby Granger » Fri Dec 03, 2010 11:51 am

I think on first thought the idea isn't completely unreasonable.

Will think about the consequences for a while and then post feedback.
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Re: Depleting Resource Points

Postby Squidgy » Fri Dec 03, 2010 11:55 am

The way I see it, if you actually cared about the clay you would notice it depleting, and thus you'd have to explore for another source sooner or later. If you don't notice your clay point depleting, and you don't plan to explore for a new one, you don't deserve your own clay products. So you could trade for it! That way, you can have settlements based off clay trading because they'll be constantly exploring! Then they can trade for metals and stop crying about not having a mine.

Hmm, maybe mines should disappear and reappear. That would fuck EVERYONE over so hard it would own!
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Re: Depleting Resource Points

Postby Gauteamus » Fri Dec 03, 2010 12:04 pm

I like Potjeh's idea of settlements being able to invest in improving their local soil over time better. Maybe the different natural resources could work on different principles, though, with soil being improvable, and clay and water being more ephemeral, out of player control.
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Re: Depleting Resource Points

Postby Onionfighter » Fri Dec 03, 2010 12:15 pm

Jorb mentioned something like this a while ago. Seriously, though, there would have to be a better way of looking for resources because it sucks as it is. I don't think this idea is too compatible with resource nodes being expanded to entire watersheds, though, which is an idea I prefer.
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Re: Depleting Resource Points

Postby niltrias » Fri Dec 03, 2010 2:16 pm

How would you maintain a city, when you know that the local resources that give a reason for the city's placement are ephemeral?

This looks to me like a cause for massive migration, especially if the movement can be predicted to a degree, and hence (especially with the current decay shield) massive construction spam.
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Re: Depleting Resource Points

Postby Potjeh » Fri Dec 03, 2010 2:19 pm

Looking for resource spots is bad enough as it is, don't make it worse. I'm sure there's plenty of available high q spots anyway, especially in the outer grids.
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Re: Depleting Resource Points

Postby jorb » Fri Dec 03, 2010 2:25 pm

Idk. I choose my places of settlement with a fair amount of care and searching. It would suck if the RNG jus plain old nullified that planning.
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Re: Depleting Resource Points

Postby Chakravanti » Fri Dec 03, 2010 3:21 pm

jorb wrote:Idk. I choose my places of settlement with a fair amount of care and searching. It would suck if the RNG jus plain old nullified that planning.

You once proposed this idea yourself. Or rather, a better version of it. WHere depleted resources would eventually spawn elsewhere.

Perhaps a given node might be able to regenerate only so many times. After being reduced to say, %75 of its original value it might begin to decay and eventually disapear.

I dislike the Idea of capitolizing resources as well. I'm really with squidgy on this one. Proxy villages 3 supergrids away to lock down a resource is not a settlement chosen with a fair amount of care and searching.

I think we should be able to just build satellite nodes for the village itself so that proxy villages are not so much of a pain in the fucking ass to build (because no matter what steps are taken to counter this it will still be done). Rather, we should just make it easier to do but more expensive to sustain (in terms of authority).

It might go something like...SUB OR DIE BITCHES! (Hollar if you get that ref.)

Or, authority figures might be given the option to submit to the authority of another village. That, adding to the drain on the master village if the sub village goes below %75. The cost of authority to the master village should be some factor of the distance to convey that authority.

Any village would then be drained faster relative to the activity of members. Your distance from the idol would then affect how much your earned LP contributes to the idol so that you can't just swear your hunter to the sub village and beef it up then swear it back. You actually have to be in the village earning LP for it to not to rapidly shoot your idol to hell.


Untouched nodes might have goods odds of being the recipient of these redistributed points so that we don't have a fuckton of Q2 nodes popping up.


Just my thoughts, I really was looking forward to that depleted-respawning node thing you were talking about at the beginning of W2.
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