Rope

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

Rope

Postby theTrav » Mon Jun 08, 2009 9:02 am

I think nitrilas already suggested this in his long ideas post, if so this is a seconding.

Hemp -> plant fiber -> rope

Rope + sheep -> sheep on a rope (follows player where possible)

Rope + sheep following + branches(or log or even stake made from log) = tied up sheep

Same thing possible with cows. Not with foxes bears or boars.
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Re: Rope

Postby Rift » Mon Jun 08, 2009 3:13 pm

heh.. maybe it should be possible with dangerous animals too.. they just still attack you regardless of the leach.... be cool if someone with high hp and armor tied a bear to a post or something.
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Re: Rope

Postby Sean_Mirrsen » Mon Jun 08, 2009 3:54 pm

We can get a new skill, Animal Taming, and then Animal Training.

Animal Taming would allow to try and tame a wild animal, then bring it in with a rope (checks against Charisma and Intelligence). The animal might then require feeding (at most, leaving food in a special structure dedicated to the animal), and will not attack you, but will automatically attack anyone that isn't you.

Animal Training would allow to condition a Tame animal, bringing up its stats with your LP and setting whether it should attack anyone, people you don't know, people you don't trust, or only other animals.

In regards to Rope, I think we should get String revised as well. Plant Fibers or Yarn don't make a good string for, say, a bow. With a new skill, Ropemaking, we would be able to combine Plant Fibers into Rope, and Yarn into String. This would settle any newcomer problems with getting String, and make more sense, in my opinion.
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Re: Rope

Postby jorb » Mon Jun 08, 2009 10:39 pm

Sean_Mirrsen wrote:Plant Fibers or Yarn don't make a good string for, say, a bow.


Both have actually been used traditionally.
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Re: Rope

Postby Sean_Mirrsen » Mon Jun 08, 2009 11:04 pm

I meant, by themselves. Yarn, such as used for clothesmaking, isn't strong enough, and you don't take plant fibers straight off the field and use them as bowstrings. It usually involves some conditioning and weaving before proper tensile strength can be achieved. Of course, "proper" is variable, and some plants do, in fact, produce strong fibers, but I thought it could better work in the game as a separate industry.
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Re: Rope

Postby jorb » Mon Jun 08, 2009 11:07 pm

Sean_Mirrsen wrote:I meant, by themselves. Yarn, such as used for clothesmaking, isn't strong enough, and you don't take plant fibers straight off the field and use them as bowstrings. It usually involves some conditioning and weaving before proper tensile strength can be achieved. Of course, "proper" is variable, and some plants do, in fact, produce strong fibers, but I thought it could better work in the game as a separate industry.


True that. When implementing new industries we always have to strike a balance between too much and too little detail. I agree that textiles should be given an expanded representation. Looms, for example will, at some point, definitely be a pre-req for making cloth. Rope twinning might be given a similar treatment, although we haven't really discussed it.
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Re: Rope

Postby kimya » Mon Jun 08, 2009 11:10 pm

Sean_Mirrsen wrote:I meant, by themselves. Yarn, such as used for clothesmaking, isn't strong enough, and you don't take plant fibers straight off the field and use them as bowstrings. It usually involves some conditioning and weaving before proper tensile strength can be achieved. Of course, "proper" is variable, and some plants do, in fact, produce strong fibers, but I thought it could better work in the game as a separate industry.


well you can make strong strings out of yarn though. hmm, do i like the idea? guess so :)
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