Ranger Tower

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

Re: Ranger Tower

Postby bmjclark » Sat May 28, 2011 12:26 am

i really like this idea. Tho, like everyone else is saying, the siege mechanics would need to be changed in order for the tower to see use =(
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Re: Ranger Tower

Postby ttttt » Sat May 28, 2011 5:33 pm

The first improvement needed is the strength needed to use a ram to knock down a palisade. It should be like 400 so a group of players is needed to do to sucessfully knock down a section

Also the next improvement is the gates and key problem and you will have to remove teleportation to make this all worth while

So if we see Ranger Towers in the game it will be two or three worlds away
Last edited by ttttt on Sat May 28, 2011 7:29 pm, edited 1 time in total.
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Re: Ranger Tower

Postby NaoWhut » Sat May 28, 2011 6:46 pm

ttttt wrote:The first improvement is the strenght need to use a ram to knock down a palisade it5 should be like 400 so a group is needed to do it
Also the next improvement is the gates and key problem and you will have to remove teleportation to make this all worth while
So if we see this in the game it will be two or three worlds away


lol what?
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Re: Ranger Tower

Postby RJT » Sat May 28, 2011 7:39 pm

NaoWhut wrote:
ttttt wrote:The first improvement is the strenght need to use a ram to knock down a palisade it5 should be like 400 so a group is needed to do it
Also the next improvement is the gates and key problem and you will have to remove teleportation to make this all worth while
So if we see this in the game it will be two or three worlds away


lol what?
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Re: Ranger Tower

Postby kLauE » Sat May 28, 2011 8:46 pm

remove teleportation... lolz... yeah i like to wander around for hours for some simple tasks like getting highq res.

The whole problem is the siege-mechanic, but it's hard to balance that somehow. Farmvillers on the one side, raiders on the other.
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Re: Ranger Tower

Postby Potjeh » Sat May 28, 2011 11:46 pm

Well, actually, teleportation is a big part of the hearth vault problem, as it's a risk free way to enter and leave. If it was possible to intercept fast travel, for example by limiting it to roads which can be blockaded to force travellers to drop out of warp at that spot, the fact that vaults are too hard to penetrate wouldn't be that big of a problem. The main objective is to kill the guy who's hiding in the vault, and if he can't leave it due to fear of death (you *will* get intercepted eventually if you piss off enough people) the vault loses much of it's advantages. Proper villages would not be as badly affected, since they have productive facilities to keep your curios going even when you're in house arrest.
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Re: Ranger Tower

Postby DatOneGuy » Sat May 28, 2011 11:47 pm

Potjeh wrote:Well, actually, teleportation is a big part of the hearth vault problem, as it's a risk free way to enter and leave. If it was possible to intercept fast travel, for example by limiting it to roads which can be blockaded to force travellers to drop out of warp at that spot, the fact that vaults are too hard to penetrate wouldn't be that big of a problem. The main objective is to kill the guy who's hiding in the vault, and if he can't leave it due to fear of death (you *will* get intercepted eventually if you piss off enough people) the vault loses much of it's advantages. Proper villages would not be as badly affected, since they have productive facilities to keep your curios going even when you're in house arrest.

Alts bring goods.
Triple bubble gates to leave/enter. Opened from inside by three different alts.
Worst case you lose some curios or you get caught the one time you actually travel there.

Take out warping and the game isn't HnH anymore, resources need to change, everything that's extensive to make needs to change, cliffs need to GTFO (I hate you cliff, fuck you man), marching needs to be implemented, better storage should become a possibilitiy (because traversing enough area to keep all the storage).
Some 'fast' but not instant travel need be implemented that doesn't require a straight shot (goes through trees/cliffs), sort of like if you went into hyperdrive in a space ship battle, takes a second to charge up but then BOOOOOOOOOOOOOOM HES OUTTTTTTTTTAAAAAAAAAAAA HERE. Of course you should be able to follow them (like a window stil being open) and catch them where they leave off. :lol:
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Re: Ranger Tower

Postby Potjeh » Sat May 28, 2011 11:51 pm

Roads would be full of low level combat alts ambushing delivery alts for their loot. I just don't see road travel anywhere being safe enough for no-skill alts. And if you have to invest in the delivery guys, you'll be taking attrition from holing up in your hearth vault.
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Re: Ranger Tower

Postby Kaios » Sun May 29, 2011 12:00 am

It's a really interesting idea I think but probably deserves its own topic rather than this one about Ranger Tower's. :P
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Re: Ranger Tower

Postby DatOneGuy » Sun May 29, 2011 12:01 am

I'd still send noskill alts. If not one combat alt, can swap it out.
Kaios wrote:It's a really interesting idea I think but probably deserves its own topic rather than this one about Ranger Tower's. :P

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