I had this idea a while ago and since now we're all fussing on about trading and all that not-archery-related gunk I figure I might as well make a thread about it.
Merchants roads would be a special tile/road type that would cost something extra (Metal to pave? Silk filaments? Don't know, the idea is to make it not easily made)
Merchant's roads would do a number of thing and require at LEAST a single, continuous path of the tile type. It would enhance all nearby PAVED tiles (Any paving type, as long as it's PAVED) within 2-3 tiles to give some buff called "Merchant's Sprint"
Merchant's sprint instantly deactivates if any of these happen:
An unidentified hearthling enters vision (You can memorize them and then proceed alongside).
You are aggro'd (Ruh roh raggy)
You walk off a Merchant Road tile.
Once you lose the buff, you cannot regain it for 1 minute.
Merchant's sprint would grant these buffs:
Wagon movement will now run at speed 4, possibly higher if horses are ever allowed to be
No stamina drain for either horses or hearthlings for any type of movement (All other stamina drain in effect
Now, the change seems a little unecessary at the moment, but this was essentially my idea to replace "long distance" crossroads, and having crossroads not be capable of teleporting supergrids anymore by giving them a short maximum distance/connections. CR's inherently have a danger of teleporting into an enemy ganksquad as well, which while this wouldn't eliminate running into enemies (You lose the buff for a minute if you encounter the dangerous BAND OF RAIDERS), it allows a much nicer and appropriate space to react.
Also it would be totally cool to have caravans of goods being escorted by two warriors on a horse side by side. Just sayin'
And though the title is "merchant", It could really be used for more than just trade.
Idunno, thoughts?
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
"Merchant's Roads"
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
hitzu
- Posts: 42
- Joined: Sun Oct 18, 2015 7:18 am
Re: "Merchant's Roads"
What the problem do you want to solve?
-
shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: "Merchant's Roads"
Good question. Merchant road looks like something that would be neat to abusehitzu wrote:What the problem do you want to solve?

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
-
CloudJhi
- Posts: 456
- Joined: Thu Aug 09, 2012 11:06 am
- Location: The Pearl of the Orient
Re: "Merchant's Roads"
Dropping into a ganksquad and being unable to properly defend yourself is one. With this form of road it makes it safer to travel without outright eliminating the risk of ambushes.hitzu wrote:What the problem do you want to solve?
Abusable how?shubla wrote: Good question. Merchant road looks like something that would be neat to abuse
Please state how you feel it would be abused. Mostly for my convenience so I don't have to wrack my head thinking "how the hell would I use this to unfairly benefit myself?"
Way it works is that ambushers can use the buff for themselves as well anyway so I really am not seeing much problem with this unless its pointed out.
Literally the only con to this is that travel is not instant. It's still fast, but it's not instant.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: "Merchant's Roads"
shubla wrote:Good question. Merchant road looks like something that would be neat to abusehitzu wrote:What the problem do you want to solve?
It's not any more abuseable than crossroads currently are, and arguably less abuseable since you can't set ganking portions on a road and cause an unescapable death.
The idea is to have a form of longer distance travel that doesn't include teleporting- which can already be seen as an issue since there are already super-grid sized crossroads that allow people to instantly pop from one end to another.hitzu wrote:What the problem do you want to solve?
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
hitzu
- Posts: 42
- Joined: Sun Oct 18, 2015 7:18 am
Re: "Merchant's Roads"
it seems that you want to solve two different problems as a single one.Archiplex wrote: The idea is to have a form of longer distance travel that doesn't include teleporting- which can already be seen as an issue since there are already super-grid sized crossroads that allow people to instantly pop from one end to another.
1) The teleportation thing, that makes a huge world less valuable
2) The abuse of the weakness just after the teleportation
Ok, you can implement a special pavement with special properties that could be abused in many different and yet unknown ways
OR
you could solve two problems independently without adding new entities.
For example reducing the max quantity of intermediate poles and making people invincible for the short period after teleportation.
-
Raffeh
- Posts: 657
- Joined: Sun Jul 17, 2011 12:16 pm
Re: "Merchant's Roads"
Worst suggestion ever imohitzu wrote:
For example reducing the max quantity of intermediate poles and making people invincible for the short period after teleportation.
TRAITORS WILL BE SHOT.
-
hitzu
- Posts: 42
- Joined: Sun Oct 18, 2015 7:18 am
Re: "Merchant's Roads"
Thank you ^___^Raffeh wrote:Worst suggestion ever imohitzu wrote:
For example reducing the max quantity of intermediate poles and making people invincible for the short period after teleportation.
-
CloudJhi
- Posts: 456
- Joined: Thu Aug 09, 2012 11:06 am
- Location: The Pearl of the Orient
Re: "Merchant's Roads"
If this is the driving reason for saying no to this ideahitzu wrote: could be abused in many different and yet unknown ways
Then that's a stupid reason, just saying
Nothing would get done if you fear unknown consequences far more than the presented gains.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
-
hitzu
- Posts: 42
- Joined: Sun Oct 18, 2015 7:18 am
Re: "Merchant's Roads"
No. I just cannot figure out why this should work as intended and why this is not working at the moment.CloudJhi wrote: If this is the driving reason for saying no to this idea.