How to "fix" vaults

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How to "fix" vaults

Postby krikke93 » Thu May 16, 2013 2:02 am

So here we are, complaining about people making vaults, illegal or not. I'm making this thread so everyone can gather some ideas to make an end to (illegal) vaults.

here are my ideas:
-make statues rammable with a battering ram (like brickwalls)
-give the ability to stuff a minehole with boulders (from digging cellars) so it "disappears" and the ladder spot downstairs just gets filled up with minable walls.
-make sure no one can pave within 2 tiles from a cliff. this will make moutain vaults disappear and no one will be cliff jumped :D

as always, these are just suggestions, you are free to discuss :)
Hope you have a great day
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Re: How to "fix" vaults

Postby TeckXKnight » Thu May 16, 2013 2:20 am

On a conceptual level, a vault is any area that requires too much more time to breach than it is worth. This is the result or peaceful players and villages crying out against raiders far too loudly. The end result is raiders that are capable of raiding free of concern.

How can you make a livable area that is breachable within a reasonable period of time?
- Make it take a larger area
- Do not make defenses static or permanent

Most impenetrable vaults now rely on the fact that they are minimally sized to defend them. They have such a small area to defend that it is simple for them to make any openings absolutely immune to siege. Make defenses take up a large amount of area. Potentially set default soak on walls to be relatively low, say only 15 soak for brickwalls. Make constructable items that increase the soak of walls in their area but are rather large. Perhaps each of these items is 2x2, must be within personal/village claim limits, and must be outdoors. 35 of these to get brickwalls back up to 50 soak will require a 70x70 area or more devoted to just these constructables.

One thing that everyone hates is that once a vault erects its walls, its walls are going to be almost entirely impenetrable. Everyone else hates having to do regular maintenance on everything though, as they should. It is tedious, time consuming, and adds nothing to the game. Provide other defenses that can trigger anywhere on a village/personal claim but that must be reloaded from a central location. As these defenses can trigger anywhere on the claim and do not need to be manually placed, the owner is reduced in the amount of work they need to do. Likewise, alt-spam cannot bypass these defenses. This requires regular attention, adds defense, and does not dampen play.

Provide options when it comes to siege. Give us a siege engine that has some range. A siege engine that would be capable of hitting from 10 tiles away, even if it could only be fired a measly 30 or 40 rounds before it was in need of repairs, and if it obeyed the same rules as a ram, would make most vaults vulnerable. Restrict these siege engines to not being able to fire through walls and you stop potential problems in the future.

These are just ideas, but I feel as examples they address a few of the core issues with vaults and siege.
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Re: How to "fix" vaults

Postby krikke93 » Thu May 16, 2013 2:38 am

I really like the idea of making players almost obligated to build larger places. This and "fixing" the undestroyable objects would be a strong improvement to make vaults alot less effective.
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Re: How to "fix" vaults

Postby Etherdrifter » Fri May 17, 2013 7:10 pm

TeckXKnight wrote:One thing that everyone hates is that once a vault erects its walls, its walls are going to be almost entirely impenetrable. Everyone else hates having to do regular maintenance on everything though, as they should. It is tedious, time consuming, and adds nothing to the game. Provide other defenses that can trigger anywhere on a village/personal claim but that must be reloaded from a central location. As these defenses can trigger anywhere on the claim and do not need to be manually placed, the owner is reduced in the amount of work they need to do. Likewise, alt-spam cannot bypass these defenses. This requires regular attention, adds defense, and does not dampen play.


A good idea, though not sure how it would be implemented.
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Re: How to "fix" vaults

Postby NOOBY93 » Fri May 17, 2013 7:39 pm

I don't like the "have to make big areas" idea. I, personally, like making cozy little places without making them walls.
Jalpha wrote:I believe in my interpretation of things.
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Re: How to "fix" vaults

Postby krikke93 » Fri May 17, 2013 10:32 pm

NOOBY93 wrote:I don't like the "have to make big areas" idea. I, personally, like making cozy little places without making them walls.

If you don't wanna make walls this means you don't care about safety with ur cozy place. Which means you could still make ur cozy place. You don't HAVE to make a larger space.
Teckxknight is just saying it should be positive to make a larger area, safer.
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Re: How to "fix" vaults

Postby Xcom » Sat May 18, 2013 12:52 am

I agree with this. The bigger the wall the bigger the soak. And people who are crazy enough to wall in supergrids should be absolutely impenetrable.
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Re: How to "fix" vaults

Postby DrakenRahl » Sat May 18, 2013 1:32 am

Bite Me
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Re: How to "fix" vaults

Postby SuperNoob » Sat May 18, 2013 2:16 am

DrakenRahl wrote:oh I have an idea:
http://i40.tinypic.com/xwx7o.jpg

lmao thats what would happen with vaults if this was implemented, you'd have a BW with 10k soak around a house and a Vclaim in the middle of nowhere. simple solution has already been suggested, make authority items have no hit-box then you can just take your ram right past them. there are 2 simple solutions to mineholes around a BW. add a space requirement around them. if you need atleast 1 space between any object with a hitbox and a minehole build site then you can't stack them around walls. the other would be to make them rammable(if they're not already).
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Re: How to "fix" vaults

Postby Arcanist » Sat May 18, 2013 6:14 am

Xcom wrote:I agree with this. The bigger the wall the bigger the soak up to X soak.


Fix'd
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