Base destruction

Forum for suggesting changes to Salem.

Re: Base destruction

Postby ImpalerWrG » Mon Sep 15, 2014 6:58 am

That's pretty good, obvioulsy the metal grades are dependent on a significant expansion of the types of metals that exist in the game, tin mines for Bronze production and a Steel making process to upgrade our Iron. I think Bronze and Steel might be switched in your hierarchy as Steel cannons were really not a thing until well after the colonial period, as steel was gawd-awful expensive back then.

I don't think it is necessary to make the higher cannons do less damage, this is not really logical as a stronger barrel is always able to hold more power. How about the idea of a 'safe' limit of powder in each cannon, low cannon can hold 100g units of powder (thats 120 silver for one shot mind you) safely for a little damage, but could be loaded with maybe 3 times that for higher damage potential at higher risk. Each higher tier has a higher safe load of powder but that always be overloaded to x3 the safe limit for exponentially increased damage. The highest tier walls could be damaged by the lowest cannon but only if you overload it heavily.

I'm so so sure about the elaborate set of effects on characters hit by the cannon, they sound interesting but will need balance. I like the idea of BB effects in combat, and the leadership/rally thing, allies having effects on each other humors is a good thing to foster and reward team-work.
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Re: Base destruction

Postby RonPaulFTW » Mon Sep 15, 2014 12:12 pm

RonPaulFTW wrote:As I look at how much work it's going to be to incorporate a brick wall into our existing town - and hear rumors about even more stronger walls - I wonder if part of the pvp arson patch can be a mechanism for easy self destruction of portions of our base.

The following ideas aren't great - but will get the conversation started:

1) A dynamite item from the NPCs? I guess raiders could use it too - but if expensive enough they shouldn't have an incentive to use it much

2) Mayor only right click destroy permissions

3) Destroy takes less phlegm when you have permissions on the claim


Looks like we are getting a version of #3. As usual JC was a step ahead of us on the game design front :)

viewtopic.php?f=2&t=10657&start=250#p149659
JohnCarver wrote:Ok how about a nice warning today:

*Don't Bother spending too much time or hassle ripping stuff down prior to patch. AFTER patch the claimowner can destroy items without having to worry about soak values.
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Re: Base destruction

Postby Trenial » Mon Sep 15, 2014 2:27 pm

@Impaler

I would do your research on cannons a little more. A certain Iberian culture was manufacturing steel cannons by the 1650's(this culture was also extremely powerful and dominating the New World around this time). When it comes to the expansion and make up properties of Bronze, it makes a very fashionable and superb cannon, albiet it has drawbacks as does any metal-alloy.

Also I did not mention that the Bronze cannon would have the greatest range over the other two.

Loading any of the cannons required dropping a cannon ball liftable object into the cannon, thus making the carts extremely useful for seiging a base(8 shots).
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Re: Base destruction

Postby ImpalerWrG » Mon Sep 15, 2014 11:55 pm

Ok, steel cannons might be a bit earlier then I had thought, I couldn't find any reference to steel cannons prior to the American civil war, still it would seem that they should rank higher then Bronze cannon when Bronze had been used all the way back to the middle ages.

Range could just be directly proportional to powder charge, adding yet another temptation to overloading. Shots might also lose damage as they travel, so firing at the limit of your range results in a much weaker impact then firing the same shot at something much closer. This can give a big advantage to the defender as they fire point blank into attackers trying to storm the walls.

I'd been assuming the cannon balls would be inventory items, maybe requiring a bar of Iron each. But Stone, grapeshot and other nasty things (Nails?) might also be possible with varying levels of devastation. I can agree that cannons should have a really BIG logistical footprint I'm concerned one lift-able item per shot might be too much. If you add up 1 Cannon Ball, 1 cloth, 3-5 bags of powder charge, some kind of fuse and were already looking at 6-8 inventory spaces being used (and the expenditure of a lot of silver worth of materials). It all depends on how many shots it typically takes to reduce the fortifications.
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