Game Development: Sniffing Glue

Announcements about major changes in Haven & Hearth.

Re: Game Development: Sniffing Glue

Postby Peter » Sat Mar 13, 2010 8:15 pm

We want siege engines!
We want siege engines!
...
These siege engines are bad!
These siege engines are bad!

Whether or not these engines are perfectly balanced, they are a step in the right direction.
I think that the suspension repair will be good, although flax is already a pretty popular trade good. What if you need more glue to fix it, and it takes time to cure in proportion to the amount of damage done to it? Then you can inch it closer to the wall, pausing occasionally to repair the ram, or just charge it up against it and try to repair it all at once, protecting it while it dries?

Maybe Capped Rams that use metal and are somewhat better, and log rams that are too weak to do much to brick, but are useful for palisades and small cabins?
Surprise.
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Re: Game Development: Sniffing Glue

Postby Twentytwos » Sat Mar 13, 2010 8:20 pm

This i why i suggested a metal component, such as a wrought of iron or extrme steel. Most griefers mine you the most part, will no go though hassel or trouble of geting the wrought/steel just to go grief someone fresh walls. But players that intend to use them in there intended fashsion will whether being for personal or war will. An yes a maybe 24 hour build timer and maybe a 6-8 destory time would be nice to giver defends a chance to defend them selves on some form, either waking everyone up or hire mercs or running away lol. Also the move = damage would be nice touch as so they cannot build out in boonies and just walk up with it, mabey like a 10-15 tile range. Just imo thanks.
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Re: Game Development: Sniffing Glue

Postby Potjeh » Sat Mar 13, 2010 8:22 pm

Glue repairs that take time to set would be OK. It should be balanced so that full damage repairs need as long to dry as it takes for a new ram to dry.
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Re: Game Development: Sniffing Glue

Postby loftar » Sat Mar 13, 2010 8:34 pm

Peter wrote:What if you need more glue to fix it, and it takes time to cure in proportion to the amount of damage done to it?

Indeed, using glue again is obviously the best way. To be more exact, the ram should probably stop moving after a certain amount of damage, after which it needs glue to be repaired, and cannot move again until the glue has set, which would require the same duration as after construction.

It seems a bit comedic to have to glue the ram together once every few meters and all, but, well, yeah. :)
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Re: Game Development: Sniffing Glue

Postby NaoWhut » Sat Mar 13, 2010 8:38 pm

Let's not go and make our new
toys useless just yet o.o
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Re: Game Development: Sniffing Glue

Postby loftar » Sat Mar 13, 2010 8:45 pm

NaoWhut wrote:Let's not go and make our new toys useless just yet o.o

Well, to be fair I think it was quite obvious from the beginning that they were overpowered; especially their mobility. I just didn't think of any solution soon enough.
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Re: Game Development: Sniffing Glue

Postby Gauteamus » Sat Mar 13, 2010 8:49 pm

How about having the ram itself take a fixed amount of HP per each hit against the wall ( in addition to HP losses from transport + attacks from players ) ?
That way one would have to glue together the ram more often if one is up against a stronger wall, and it will give the defenders more of a window.

On a semi related note: how about rams and/or walls having HP = Base_Value * sqrt(Quality_Mod*10)?

EDITED hopefully for clarity - yes I meant damage per hit in addition to movement damage per tile and damage from other sources.
Last edited by Gauteamus on Sat Mar 13, 2010 9:22 pm, edited 1 time in total.
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Re: Game Development: Sniffing Glue

Postby Potjeh » Sat Mar 13, 2010 9:00 pm

If that's meant as a replacement for damage for movement, it won't work. You could make multiple rams off-site, wheel them all in and break them at the same wall segment until the wall gives, which eliminates the warning time. If it's in addition to movement wear, it doesn't sound bad.
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Re: Game Development: Sniffing Glue

Postby Avu » Sat Mar 13, 2010 9:17 pm

I hope you realize this update while being a great boon against random unorganized grieffers will make people that can hide their HS behind a brick wall and especially people with helms deeps completely untouchable. Not only does a potential party interested in scent summoning have to battle the scent decay time with his own full change to full tradition conversion that will simply not happen in time (and lets face it only people that are going to do black arts against someone else are going to be full tradition) they now have to wait an additional time as well as use multiple friends that will get themselves killed as well if they manage to actually break the wall. There is an obvious solution to this. Wall climbing by unarmored characters (and no armor or armor materials in the inventory either). This will make leaving scents very risky but it's also going to be very risky for the assailant seeing how being armoreless is begging to be instant killed. I also suggest stealth be used with a check against village authority/ personal claim size maybe dunno but if the stealth check fails everyone in the village/ the claim owner gets alerted and a permanent tracking cone gets added to every villager/ the claim owner.
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Re: Game Development: Sniffing Glue

Postby loftar » Sat Mar 13, 2010 9:28 pm

Avu wrote:especially people with helms deeps completely untouchable.

The main problem with Helms Deep-style encampments isn't the strength of the walls, however; but rather the fact that they don't need a way out because of crossroads. I think crossroads need to be fixed so that they cannot be linked within the same village.
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