Landmarks and Wagons

Forum for suggesting changes to Salem.

Landmarks and Wagons

Postby Chrumps » Fri Apr 10, 2015 9:48 am

In continuation to this thread

With landmarks and wagons most of game mechanics needed for fast transport is already in place, it needs only some corrections and improvements.

Make wagons much cheaper - around 10 silver per trip and make it working the other way too. The wagon master somehow returns (e.g.to Providence), so he can take passengers with him.

Fix horse mechanics and pricing. Horse price is too high for single use and too low for permanent use. Should be around 50s for single use and around 800s (canoe price) for the right to keep the horse. Single use means it would become unmountable after fixed amount of time (several hours perhaps) and it should disappear when nobody is watching. Non-mountable horse should have no bounding box because it could be abused.
Horse mechanics really sucks now. Yesterday my client crashed when riding a horse. I could not log in while the horse was there because the horse was blocking place and when I could log in the horse was gone. Tears.

Terraform the map to create forest paths between landmarks because:
1. Frequently moving wagon makes a trail.
2. By saving players from tree-bumping and cliff avoiding it would reduce time to get anywhere by a horse, thus making horse transport more practical. Fords are nice too.
You can actually make this a game event by lending players instruments to terraform a road west.

If needed, make landmark network a bit more dense so it takes less than half hour to get to any place from nearest landmark by a horse (including time to go around ridges).

In the future remove teleportation to Providence and give telportation to nearest landmark instead, so getting to Providence and back would cost 40s maximum (if it takes 2 wagons to get from your place to Providence).

Build royal stalls at landmarks at least with basic supplies, possibly at less friendly prices than in Providence. It would require players to weight transport price against better trade opportunities. That will also make European-made goods more valuable on the western part of the map.
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Re: Landmarks & The Hunt for Tarp Marpton!

Postby Argentis » Fri Apr 10, 2015 9:56 am

Chrumps wrote:In continuation to this thread

With landmarks and wagons most of game mechanics needed for fast transport is already in place, it needs only some corrections and improvements.

Make wagons much cheaper - around 10 silver per trip and make it working the other way too. The wagon master somehow returns (e.g.to Providence), so he can take passengers with him.

Fix horse mechanics and pricing. Horse price is too high for single use and too low for permanent use. Should be around 50s for single use and around 800s (canoe price) for the right to keep the horse. Single use means it would become unmountable after fixed amount of time (several hours perhaps) and it should disappear when nobody is watching. Non-mountable horse should have no bounding box because it could be abused.
Horse mechanics really sucks now. Yesterday my client crashed when riding a horse. I could not log in while the horse was there because the horse was blocking place and when I could log in the horse was gone. Tears.

Terraform the map to create forest paths between landmarks because:
1. Frequently moving wagon makes a trail.
2. By saving players from tree-bumping and cliff avoiding it would reduce time to get anywhere by a horse, thus making horse transport more practical. Fords are nice too.
You can actually make this a game event by lending players instruments to terraform a road west.

If needed, make landmark network a bit more dense so it takes less than half hour to get to any place from nearest landmark by a horse (including time to go around ridges).

In the future remove teleportation to Providence and give telportation to nearest landmark instead, so getting to Providence and back would cost 40s maximum (if it takes 2 wagons to get from your place to Providence).

Build royal stalls at landmarks at least with basic supplies, possibly at less friendly prices than in Providence. It would require players to weight transport price against better trade opportunities. That will also make European-made goods more valuable on the western part of the map.


I like the idea and would add: Build player stalls too at the landmarks.
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Re: Landmarks & The Hunt for Tarp Marpton!

Postby Lusewing » Fri Apr 10, 2015 10:41 am

I personally like the idea of having roads between the landmarks and then the wagons in a linked system between them. Getting to Providence SHOULD be a planned trip - not just a hop back and forth to grab a bucket of water or sell a single charm. This way its not hard to get to Providence, just a little more time/money consuming, and it would make the land marks a much more visited set of places.
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Re: Landmarks & The Hunt for Tarp Marpton!

Postby Argentis » Fri Apr 10, 2015 10:46 am

Lusewing wrote:I personally like the idea of having roads between the landmarks and then the wagons in a linked system between them. Getting to Providence SHOULD be a planned trip - not just a hop back and forth to grab a bucket of water or sell a single charm. This way its not hard to get to Providence, just a little more time/money consuming, and it would make the land marks a much more visited set of places.


Even though I agree, I also disagree. It is important for noobs to get a way to go to Providence by teleportation to sell a savage charm or two. For us veterans we can just wait to gather 250 savage charms easily before selling them as we might have some cash reserves and cash influx but for a noob every silver count. Moreover even for Veterans that would suck to plan a trip to go deposit your rent on your stall...
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Re: Landmarks & The Hunt for Tarp Marpton!

Postby trungdle » Fri Apr 10, 2015 10:48 am

I love that too. I would like to add that maybe we can have different tax rates each location. For example, lime front have lower metal and crop sale tax, providence lower cotton related, fruits, cloths, weapons, the witch town have lower ips and witch craft stuff tax... etc. And I would love if they fix terraforming so that removing ledges and obstacle is less painful.
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Re: Landmarks and Wagons

Postby HolyLight » Fri Apr 10, 2015 7:38 pm

Travel masters should work at specific times only, with reduced price and both way travel.

For example, travel to nod happens every 6 hours, travel to limers front happens every 30 mins.

There could be a 5 min window to travel on the hour, when that specific location is unlocked, so if you want to get to connecting land marks you need to be quick.

All returning wagons go directly to providance, do not pass go, do not collect £200.

Sounds much better, im still trying to work out a way to give a suggestion to player owned roads.
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Re: Landmarks and Wagons

Postby trungdle » Fri Apr 10, 2015 7:41 pm

HolyLight wrote:Travel masters should work at specific times only, with reduced price and both way travel.

For example, travel to nod happens every 6 hours, travel to limers front happens every 30 mins.

There could be a 5 min window to travel on the hour, when that specific location is unlocked, so if you want to get to connecting land marks you need to be quick.

All returning wagons go directly to providance, do not pass go, do not collect £200.

Sounds much better, im still trying to work out a way to give a suggestion to player owned roads.

I love this idea! Now we can chat while waiting for our cargo on the way to Liner Front!
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Re: Landmarks and Wagons

Postby Chrumps » Fri Apr 10, 2015 8:45 pm

HolyLight wrote:Travel masters should work at specific times only, with reduced price and both way travel.
For example, travel to nod happens every 6 hours, travel to limers front happens every 30 mins.
There could be a 5 min window to travel on the hour, when that specific location is unlocked, so if you want to get to connecting land marks you need to be quick.
All returning wagons go directly to providance[..]

While this may be realistic, it is completely unplayable. Who would bother to wait 6 hours for a wagon. What if the wagon departs during sleep time/work/school/etc.
It does not solve initial issue with loosing way too much time for travel.
My idea was to propose a system which would allow reaching any place in limited time while incurring both silver costs and some personal effort of the player.
The design was to provide a gain (transport) but at a defined cost (RL time and silver).
Returning wagons going directly to Providence are unrealistic and will cripple development of Limers Front.
Just KISS.
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Re: Landmarks and Wagons

Postby trungdle » Fri Apr 10, 2015 8:53 pm

Chrumps wrote:While this may be realistic, it is completely unplayable. Who would bother to wait 6 hours for a wagon. What if the wagon departs during sleep time/work/school/etc.
It does not solve initial issue with loosing way too much time for travel.
My idea was to propose a system which would allow reaching any place in limited time while incurring both silver costs and some personal effort of the player.
The design was to provide a gain (transport) but at a defined cost (RL time and silver).
Returning wagons going directly to Providence are unrealistic and will cripple development of Limers Front.
Just KISS.

6 hours is a bit much, more like 30 mins - 1 hour to me. we can have some nice time chatting/ catching diseases while waiting for the cab.
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Re: Landmarks and Wagons

Postby Chrumps » Fri Apr 10, 2015 10:16 pm

Remember that some important concepts in this game were invented to remove RL timers. Adding other timers won't do any good.
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