My mega Idea thread. (under construction)

Forum for suggesting changes to Salem.

My mega Idea thread. (under construction)

Postby HolyLight » Fri Oct 02, 2015 5:15 pm

This is a thread of suggestions that i felt the game would have grown into, or what i would have loved to have seen during its development. It is under construction and will be constantly updated as i fill in more details. Been meaning to do this for a long time. This post will most likely take days / weeks to fully fillout, so please stick around and enjoy. Please note some of my suggestions may not make sense untill the whole thread is finished, some of my suggestions interlink with other suggestions.

Please try to keep comments constructive. We all know the speical snowflake people who are incapable of doing so, try not to feed them here.

Thanks

Animals
Introduce male + female versions of all creatures, The gender can be determined by the visual's of the creature. Cubs/baby versions of most animals would exist. (Scrapping my suggestion you can just determin the Animals gender once it has been KO'd by right clicking it). To KO an animal and not kill when draind of blood would requires the Taming skill. They remain unconsious for a period of time, You can slaughter them for meat directly, take with you alive/KO'd to preform a ritual on them (Witch), Drain them of lots of blood before they die, Or use in other ways, I would also suggest a new system of being able to cook whole animals on a giant spitroat, like for a town feast. The meat is not used for glutton but adds buffs/effects.*(Can be further fleshed out)* Each animal takes time to cook, and someone must be present at all times to cook/turn the spit.(Will add in another section later)

Potentional Visuals:
Male Versions,
Buck ( Rabbit ) : Have pointed ears, faster moving, do slightly more damage, slightly bigger bodies
Stag ( Deer ) : Have large sharp antlers, Larger bodies, do Alot more damage, slightly bigger bodies
Beaver : Same size and current damage, can tell its male by its slightly larger tail
Boar ( bear) : Larger heads and neck, Very aggressive with higher damage than females

Female Versions,
Doe ( Rabbit) : Ears are sleek and down, moves slightly slower, longer sleeker bodie
Deer : No antlers, faster moving Less damage more hp
Beaver : Stays the same, slightly smaller tail to tell the difference
Sow (Bear) : Smaller head / Neck, slightly less aggresasive lower damage, more hp.

EDIT: Forgot snake, will add details as a whole to all topics at a later date


Babies/offspring
Most creatures come in a baby / Cub form which can be stolen from the parents and raised directly as domesticated animals (No breeding needed). These will allow you to bypass the Taming process mentioned below and gives slightly better stats on the animals when they become adults, a boost if you will. Now Do you take the risk ?

Deer / Stags may now spawn in herds, You can still find solo stags roaming the world, however never expect to find a deer solo. Herds attack as a pack if provoked.
The largest herd would be something like 1 male 3 females, 3 babies (The upmost extreme rare case's) (Other events happen for other kinds of cubs/babys only deer is mentioned here)

All Animals/creatures with babies / cubs have increased stats, x1.5 hp/damage for each cub within range, so if you stumble across a small herd of deer with 1 stag, 2 deer, 2 babie you might not want to piss them off unless you got some backup as the 3 adults which attack together would have x2hp / x2 damage.


Taming/Breeding/Training
Two ways of domesticating would exist Mentioned below.
New skills unlocked: Taming, Training, Sadle crafting, Treat workshop
Breeding follows almost the same way with the current animals on popham

Adult Taming + Breeding (Gives better statistics)
Adult Taming would be a Mid > End game process, Players would require a large breeding area (Mostly turned over, non regrowing dirt biome thats walled off),
Then You KO an animal you can use unique crafted food to feed them for a period of time, then after a period of time you "tame" the animal and it wakes up it becomes non aggressive + follows you for a set time, if he stops following you need to feed him another one of the food you made. Take it back to your pen, then leave him inside. When a wild animal is considered Tamed, you may right click them for options of instantly KOing, Check Gender, or see its statistics.
Wild Tamed Animals will REQUIRE FEEDING or they turn back pure wild animals, a feeding troth will be required to keep them spawned within your area. If they do not recieve food after ???? Period of time, they will despawn. (Long process)(In this stage wild tamed animals they are imminue to diesease but may require a long time to breed)
Once you have a Male and female version of an animal tamed and in the same enclosure, you may mate them to produce a baby which grows up into a domesticated version of the animal.


Baby Taming and reering
Babys can be stolen once all adults are killed off in the encounter. Once all adults are killed, you may place a rope around the babys neck and make him follow you, You will also be required to feed him treats untill you can get him inrange of a feeding troth for automatic feeding or he may fall sick or get increase/descreased stats. Babys can be played with, fed treats etc to increase/decrease statistics. They need to stay in range of a food troth or can fall ill and die. Babys always grow into Domesticated animals, It can be quicker/easier to breed a domesticated animal from a baby, saving you time but will have more risk


Mounting
Once you have specific domesticated animals you may place a sadle onto them, turning them into mounted animals (stag, boar only)saddled animals can still despawn in the world(takes long time), you may build a new building stable, were you can RIDE animals / mounts inside. inside a stable mounts do not despawn.


Training
PvE aspect, to be added when i find the info i made



Cooking and The BBQ

Crime and Punishment

Farming

Field Size's
Field sizes should be implimented, Small, Medium and Large. Small fields will be the current 4x4 and remain the same, medium will be 6x6 (x2.5 bigger) and large fields will be 8x8 (x4 bigger)
To unlock larger fields you will need higher and higher skills, the larger fields will yeild Much higher quantitys of foods, but require more humus, more seeds to setup and take slightly longer to grow.

Quick example, a Large 8x8 field is x4 bigger than the current field, it would require x8 more humus and seeds and yeild x16 more produce than a current 4x4. The Medium and large field sizes should require some higher end stats to obtain.

Profs to be considered


Mining

Mining basically stays the same, Entrances change, more indepth mechanics added.

Railroads / Wagonways
The ability to build mine carts and railroads/wagonways inside AND OUTSIDE of mines, for the movement of boulders in a larger scale into smelting areas OR to move next to stampers, so you can actually have real chain production. This kind of setup would not be cheap or easy to attain, but once you have them inplace it should be rewarding and fun to make.


Mine Entrances
You should be able to build mine entrances anywere, most of all since the change, however

Building on a copper node, should give you higher amounts of copper veins
Building on a Iron node, should give you higher amounts of iron veins
Find a silver node and suck JC's ****


Events
More events like a collapsing tunnel would happen.
One of the first i always loved would have been a Gas leek, If you mine another tile within range of the gas leek, it ignites and explodes, instantly KO'ing the player, causing a cave-in. This can be harvested/collected using a glass gar and or other device to be suggestied but continues to plume gas. It can be plugged using ???, . The gas will disipate after a random period of time. Being close to the gas pocket will cause you to drain humors.

Golems, Apparently already ingame? yeilds gems.

New materials to be found. Diamonds, xenoliths, Coal. (Will layout uses later)


Random Events / Instances

Something Darwoth and many others seem'd to hate, however ill put it here still with some extra details.
Random Encounters/entrances spawn for either a determined amount of giving time to allow for backup to arrive if required, Or untill the end of the current season ends, if found and engaged with or entered the timer may change. Depending on the encounter If complete it despawns instantly after the reward is collected. For Instance entrances They may end instantly when exited by all members or close at the end of the current season. These entrances will be unique looking, will apear randomly in the wilderness, they can be risky to enter/engage with. Gives more reasons to explore + roam further from home. Mountain/hilly areas may spawn more bear caves, Game trails may spawn more broken down carages, just some examples.

Examples:
The Bear Cave : Cold Snap only
: Instance : Target > Mid / Endgame players
Inside this Bear pen are adult and/or cub bears, with a possible d.bear somewere (chance to fight them outside the darkness).
All bears are in a sleeping state
The cave ranging from 1 to 4 bears, attacking a bear will wake it up, If a bear Roars it wakes the other bears within the chamber (Test your luck).
I really do not need to go into too much detail, its a bear cave giving you the ability to farm some bears. This would be the only place you could find bear cubs as mentioned in my New animals / Taming.

The Mine Entrance : All year round
Instance : Target > Everyone (Always minimum of 180 seconds inside, upto 300 seconds inside) (When entered for the first time, the timer starts on its closure)
An entrance to a collapsing mine opens, inside the mine could be many things from iron to silver walls, or even gold walls, 0-100% random purity (Totally random, not dependant on skills). You have a limited time to dig out as much as possible, higher level players are rewarded by being able to dig out more without needing to rest or restore.

Broken down carrage : Bloom only
Outside encounter : Target > new players
For a small time invested of chopping down a close by tree, making a whittling bench and craft a wheel for them. A reward of 50-250s is given depending how many wheels need crafting. Time 5-10 min timer


Village Expansion

Villages now have set sizes, border stones are reworked. Size expansion happens in a new way.
No village can be built within 1500 tiles of another bell
Border stones and flag reworked, New buildings.

Village buildings
Village size and limits should now be dependant on the unique buildings you have built within the village
A bell should be placed to start the village as normal and make a 100x100 area
Building a Church expands the radius by +50 , adds 1000 Autho
Building a Clock Tower expands the radius by +50 adds 1000 autho (New building)
Building a Feasting Hall expands the radius by +50 adds 1000 autho (New building)
Building a Town hall expands the radius by +100 adds 2500 autho (New building)
Max size of village now set at 300 radius, 600x600 size.
Multipul buildings can be built, but only add to autho
Building materials to be increased + determined later

Border stones
Border stones should be re-reworked, they should work as village outposts just like a personal claim, but cannot grow any bigger than 506sqm(22x23 square example)(Silver to expand), a village will be limited on how many border stones it can build depending on the amount of Village buildings. These border stones will be used for villages to claim off village mines, fishing locations, POI's, lime nodes, stone quarrys, outposts for raiding etc. These outposts do not need to be waste claimed to be attacked.

St George Flags
These would be reworked and add only to autho (If you want to chase the #1 spot). Other intended mechanics to be suggested with reguards to raiding, were flags can be burnt off and replaced with the raiders coat of arms giving benifits to the raiding party.


Witchcraft

Please feel free to correct spelling mistakes, ill try to adjust as/when i can.
Last edited by HolyLight on Fri Oct 02, 2015 8:54 pm, edited 36 times in total.
User avatar
HolyLight
 
Posts: 1635
Joined: Sat Jul 05, 2014 3:45 pm

Re: My mega Idea thread.

Postby Heffernan » Fri Oct 02, 2015 5:51 pm

HolyLight wrote:Mine Entrances:
You should be able to build mine entrances anywere, most of all since the change, however

Building on a copper node, should give you higher amounts of copper veins
Building on a Iron node, should give you higher amounts of iron veins
Find a silver node and suck JC's ****


dont like.. else people would start spamming 100s of mining entrances around there base as wall, use them in pvp or raids or place them at waters...
User avatar
Heffernan
 
Posts: 8564
Joined: Mon Sep 08, 2014 3:07 pm
Location: Marps Closet

Re: My mega Idea thread.

Postby HolyLight » Fri Oct 02, 2015 5:55 pm

Heffernan wrote:
HolyLight wrote:Mine Entrances:
You should be able to build mine entrances anywere, most of all since the change, however

Building on a copper node, should give you higher amounts of copper veins
Building on a Iron node, should give you higher amounts of iron veins
Find a silver node and suck JC's ****


dont like.. else people would start spamming 100s of mining entrances around there base as wall, use them in pvp or raids or place them at waters...


Fair enough, make the resource's higher.

Also, everyting you just claimed can happen with other buildings, for pvp / raids already happens, it would be no different, you would need a dev to remove them.

This was suggested due to the water problem, if you want higher quantitys of iron / copper, build inland on nodes, otherwise build near water.

It really maakes ALOT more sense now with the way mines work that you can build them anywere.
User avatar
HolyLight
 
Posts: 1635
Joined: Sat Jul 05, 2014 3:45 pm

Re: My mega Idea thread.

Postby Darwoth » Fri Oct 02, 2015 5:55 pm

HolyLight wrote:Mine Entrances:
You should be able to build mine entrances anywere, most of all since the change, however

Building on a copper node, should give you higher amounts of copper veins
Building on a Iron node, should give you higher amounts of iron veins
Find a silver node and suck JC's ****


stupid idea that would completely eliminate the point of prospecting and the luck of finding an ideal spot with a mine node.
Image
User avatar
Darwoth
 
Posts: 8035
Joined: Sun Aug 12, 2012 5:11 pm
Location: Everywhere

Re: My mega Idea thread.

Postby JohnCarver » Fri Oct 02, 2015 5:57 pm

It is nice that bases are forced to grow unnaturally in the direction of the nearest mine etc.

Request denied.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: My mega Idea thread.

Postby HolyLight » Fri Oct 02, 2015 5:58 pm

JohnCarver wrote:It is nice that bases are forced to grow unnaturally in the direction of the nearest mine etc.
Request denied.

The way the interior of mines with copper and iron nodes currently work it makes no sense.
Under the OLD system it made sense.
On the other hand, it does go onpar with many other mechanics that make no sense.

Darwoth wrote:
HolyLight wrote:Mine Entrances:
You should be able to build mine entrances anywere, most of all since the change, however

Building on a copper node, should give you higher amounts of copper veins
Building on a Iron node, should give you higher amounts of iron veins
Find a silver node and suck JC's ****


stupid idea that would completely eliminate the point of prospecting and the luck of finding an ideal spot with a mine node.


If i choose to have crap tons less metal to build near water, that should be my choice. Being Forced to build mines at predetermined locations is hardly "sandbox" material as you always seem to point out. I already pointed out reasons to continue to build on iron/copper prospected locations, however if darwoth says no, then JC must surely say no as well.

:roll: :roll: :roll:

Then again, Salem does get less and less like a sanbox game as time goes on.
Last edited by HolyLight on Fri Oct 02, 2015 6:14 pm, edited 2 times in total.
User avatar
HolyLight
 
Posts: 1635
Joined: Sat Jul 05, 2014 3:45 pm

Re: My mega Idea thread.

Postby JohnCarver » Fri Oct 02, 2015 6:04 pm

HolyLight wrote:that make no sense.


Your face makes no sense.

And if it makes you feel better just imagine that ALL spaces in-between mine nodes have nothing but rubble in them.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: My mega Idea thread.

Postby HolyLight » Fri Oct 02, 2015 6:56 pm

JohnCarver wrote:
HolyLight wrote:that make no sense.


Your face makes no sense.


You sound jelly of my jawbone.

Also updated slightly.

PS: You should allow me to mine that rubble.
User avatar
HolyLight
 
Posts: 1635
Joined: Sat Jul 05, 2014 3:45 pm

Re: My mega Idea thread. (under construction)

Postby Dallane » Fri Oct 02, 2015 7:00 pm

Please do not make megathreads. If you want to make a thread then make one for each subject you have here. Tearing into bad ideas is much more difficult when you have them grouped together like this. Things get confusing fast.
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: My mega Idea thread. (under construction)

Postby HolyLight » Fri Oct 02, 2015 7:08 pm

Dallane wrote:Please do not make megathreads. If you want to make a thread then make one for each subject you have here. Tearing into bad ideas is much more difficult when you have them grouped together like this. Things get confusing fast.


If i had done this, im sure i would have got a warning for flooding the I&I with 10+ threads in a short period of time and got told to combine them.

Cannot win, Things shouldnt get confusing. Its a suggestion/direction thread, people feel free to comment or just read, mods can take note, move along?

May i continue to do work in a single thread, then break it down after ? Otherwise as im adding parts here and there as i remember them / find them in my notes, i will add things in random areas, then go back, doing what you suggest i would instantly be opening up 10~15 thread, then saying "To be continued/edited when i find the info"

Again, it should not be confusing unless... ..., Name a Catorgory you wish to discuss, name the sub catogory, then discuss.
User avatar
HolyLight
 
Posts: 1635
Joined: Sat Jul 05, 2014 3:45 pm

Next

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 5 guests

cron