Falconry system

Forum for suggesting changes to Salem.

Falconry system

Postby jakhollin » Tue Mar 31, 2015 8:19 pm

Falconry System

Falcons can be found as baby eyasses in birds’ nests randomly from chopping down trees. A mew must be built to house the falcon. Only 3 falcons can be housed at a time. The falcon(s) will leave the mew every hour that the food bar is less than or equal to 50%. The falcon(s) will retrieve rabbits, snakes, and turkeys. All animals retrieved will be dead when retrieved. When three or more animals are in the inventory of the mew the falcon will begin to eat the animals over the course of 4 hours creating a eviscerated animal parts if the animal is not pulled from the mew. Eviscerated animal parts would be only useful as .05 for Turkeys and Compost. This could be adapted later to add Crows into the game that must be kept way from farms with higher purity levels.

The mew requires
4 leather
1 wrought Iron bar
5 hay
5 dry boards
3 wooden handles
1 yellow stained cloth

Possible inspirations

Crow/Crow feathers

Eviscerated wild hide

Prerequisite proficiencies

Big game hunting
turkey farming

Required training

8,000 Flora & Fauna
6,000 Hunting & Hide working
4,750 Carpentry
2,500 Natural philosophy
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Re: Falconry system

Postby trungdle » Tue Mar 31, 2015 8:22 pm

Eh... well said. And why is it fun to do?
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Re: Falconry system

Postby TotalyMeow » Tue Mar 31, 2015 8:40 pm

trungdle wrote:Eh... well said. And why is it fun to do?


Looks like it's meant to be a small animal trap with some inspirationals.

I can't say we'll do this, but it's interesting.
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Re: Falconry system

Postby jakhollin » Tue Mar 31, 2015 8:48 pm

One thought I had to add difficulty to the game would be rabbits and snakes attacking crops/gardening pots as their purity increased. So having a purity below 10% would have no snakes or rabbits spawn but after that it would have a 5% chance to start spawning every 8% purity increase. The rabbit or snake would then harm the influence, yield, and speed of a field if a falcon was not present to protect the field. The other option would be to allow you to hunt with the falcon. Making a gauntlet of leather and iron then a hood for the hawk with leather. Once the hood is removed the hawk would attack the nearest rabbit, snake, or cricket (I didn't suggest this because at the level a person should be able to craft the mew would probably just run and stomp on the rabbit instead).

Could also be fun to have the falcon have to hunt and be well feed before it could be sent looking for rare forages (Indian feathers, sift shellback, ect..) giving a similar prospector arrow in the direction of the forage item. Would possibly limit the naked foraging in some cases. I know I leave my claim with only a coin purse and pants when I go looking for Indian feathers.
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Re: Falconry system

Postby Rubberduckbandit » Tue Mar 31, 2015 9:26 pm

It's not a bad idea, but all you're doing is making the game more grindy then it already is with this idea.
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Re: Falconry system

Postby pistolshrimp » Tue Mar 31, 2015 9:53 pm

Doesn't seem like more grind, passive meat generation is cool, but I think the devs have it covered already with Animal Husbandry. I do commened the thought put into this idea.

And as cliche they are I do want to see crows in Salem.
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Re: Falconry system

Postby trungdle » Tue Mar 31, 2015 9:55 pm

agree on the crows. Witches of high level could be able to interact with them as seen in film :D
Also eating corpse to make faster skeleton in town.
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Re: Falconry system

Postby JohnCarver » Tue Mar 31, 2015 10:05 pm

I like it.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Falconry system

Postby Argentis » Tue Mar 31, 2015 10:08 pm

JohnCarver wrote:I like it.


Oo JohnCarver did something else than harvesting our tears OMG
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Re: Falconry system

Postby JohnCarver » Tue Mar 31, 2015 10:11 pm

Well thought out idea down to the details of implementation. The 'why' could be stronger than passive rabbit carcass generation. But i think this was an excellent starting place in a design space not previously discussed and presented in a manner that i find easy to read and take seriously.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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