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Self Replenishing Forests

PostPosted: Tue Feb 19, 2013 8:08 pm
by TeckXKnight
rkaney wrote:
JeffGV wrote:Regarding crafting, i've got some ideas regarding trees and wood that could be used to deepen that branch of industry.
They could implement different types of wood, based on the tree it was cut from. Doing so, they may then do some other additions. For example, houses and furniture that heavily depend on wood could have an hue dependant to the type of wood used. According to the wood used, it would also be possible to have some bonuses in some regards. Some types are more tougher than others, for example, or better suited for different uses. For aesthetical purposes, the stalls could also sell some types of rare wood not usually found in america (ebony, for example).
In addition to this, trees could have different behaviours according to the biome (albeit something like a "climate" would be more appropriate, probably). Some could grow better in a biome, some worse, some maybe could not grow at all in some biomes. This would favor trading, in my opinion.


There is already a decay mechanic in place with stumps, why not add it to trees with a little randomness thrown in. Start with a chance for seedlings to sprout within a radius of mature trees. Mature trees have decay timer. Once they hit an event they are naturally felled. x amount of days they become hollow logs/ stumps. Then x amount of days they are gone. Would make the forests come alive and you already have some of the systems in place.

Also an axe made from oak will perform differntly then spruce. Maple, cherry, or mahogany would certainly be more desirable then pine for furniture. Sap or syrup could easily be added. This game has so much potential. We will see though if its realized or not.


Gosh that sounds great.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:25 pm
by darnokpl
rkaney wrote:
There is already a decay mechanic in place with stumps, why not add it to trees with a little randomness thrown in. Start with a chance for seedlings to sprout within a radius of mature trees. Mature trees have decay timer. Once they hit an event they are naturally felled. x amount of days they become hollow logs/ stumps. Then x amount of days they are gone. Would make the forests come alive and you already have some of the systems in place.

Also an axe made from oak will perform differntly then spruce. Maple, cherry, or mahogany would certainly be more desirable then pine for furniture. Sap or syrup could easily be added. This game has so much potential. We will see though if its realized or not.


Implement it, please please please :)

Same with animals like deers if nobody kills them for while they could spawn more often at this "safe" area, so in time we would have deers herds :)
And that could attract rare creatures... like wolves or any other predator.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:33 pm
by CharlesM
rkaney wrote:There is already a decay mechanic in place with stumps, why not add it to trees with a little randomness thrown in. Start with a chance for seedlings to sprout within a radius of mature trees. Mature trees have decay timer. Once they hit an event they are naturally felled. x amount of days they become hollow logs/ stumps. Then x amount of days they are gone. Would make the forests come alive and you already have some of the systems in place.

Also an axe made from oak will perform differntly then spruce. Maple, cherry, or mahogany would certainly be more desirable then pine for furniture. Sap or syrup could easily be added. This game has so much potential. We will see though if its realized or not.


That sounds like a good idea as it would naturally replenish clearcut areas and make the game feel more forested.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:37 pm
by staxjax
Clearcut areas dont automatically replenish in rl. If you want your forest back after clear cutting it, you have to plant new trees.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:40 pm
by CharlesM
staxjax wrote:Clearcut areas dont automatically replenish in rl. If you want your forest back after clear cutting it, you have to plant new trees.


Random trees should spawn none-the-less, just as birds/wind drop seeds and grow trees. It also helps for siege mechanics because with random trees there will be wood and branches, otherwise people could just remove all trees within an area of their claim.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:43 pm
by staxjax
There are no birds or wind in Salem, so that wouldn't work. You have to plant trees to make them grow back.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:46 pm
by CharlesM
staxjax wrote:There are no birds or wind in Salem, so that wouldn't work. You have to plant trees to make them grow back.


Turkeys.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:48 pm
by staxjax
Turkey's can't fly. Seriously doubt they help pollinate trees irl.

You have to plant trees to make them grow back.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:51 pm
by CharlesM
staxjax wrote:Turkey's can't fly. Seriously doubt they help pollinate trees irl.

You have to plant trees to make them grow back.


Birds don't usually help pollinate anything, that's insects.

Yes, currently we do have to plant trees to make them grow back. That is why there should be a naturally occuring method for non-intentional growth.

Re: Just to much....CRAFTING!

PostPosted: Tue Feb 19, 2013 8:52 pm
by Tylan
Image

Stax participated in derail.

It's super effective!



This thread is about crafting more than implementation of new forest mechanics, right?

Edit: This post was when the thread originated in CoH and no longer applies. However, this new thread was made, so it should serve as a testament that there may be hope to the way the forum is managed after all. A better tomorrow. A brighter future.