Crossroads - Salem version

Forum for suggesting changes to Salem.

Re: Crossroads - Salem version

Postby Dallane » Sun Mar 23, 2014 1:59 am

Procne wrote:The idea is about removing the need / ability for recruited town members to open the gates for the enemy.


Would be nice for these to only work on the town claim, so people can't have a network of XRs.
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: Crossroads - Salem version

Postby Procne » Sun Mar 23, 2014 9:26 am

Yeah, only on your own townclaim.
One of the limitations is that you must have xroads sign in your sight to teleport to it, so that's covered
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Crossroads - Salem version

Postby Potjeh » Sun Mar 23, 2014 1:16 pm

The real solution here is better rights management. So you don't have give the right to everyone you swear in to knock down walls and braziers, and have him transfer these rights to a whole raiding party simply by partying up with them. Then you simply don't give keys to sensitive areas to new recruits.
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Crossroads - Salem version

Postby darnokpl » Sun Mar 23, 2014 1:36 pm

Potjeh wrote:The real solution here is better rights management. So you don't have give the right to everyone you swear in to knock down walls and braziers, and have him transfer these rights to a whole raiding party simply by partying up with them. Then you simply don't give keys to sensitive areas to new recruits.


And walls and braziers would need separate permissions which would protect them from being destroyed even by town residents?
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

Re: Crossroads - Salem version

Postby Potjeh » Sun Mar 23, 2014 2:28 pm

Well, I think a general category for destroying buildings should do the trick.
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Crossroads - Salem version

Postby Feone » Sun Mar 23, 2014 11:20 pm

Potjeh wrote:Well, I think a general category for destroying buildings should do the trick.


A seperate setting for anything classified under defenses might be useful. I can see a town having no problem with someone doing some rearranging some buildings inside, but still being bothered by this person going after braziers or walls.
Feone
 
Posts: 810
Joined: Tue Jan 01, 2013 8:38 pm

Re: Crossroads - Salem version

Postby Impaler » Mon Mar 24, 2014 11:39 pm

What was good about Xroads in H&H was medium-distance 'local' trade with your random neighbors, their was an element of danger and haggling in it which I liked. In Salem it's all about centralized Boston trading which is usually forum assisted and super-safe. I'm doubtful that Crossroads would be able to revive local trade unless Boston travel got massively nerfed/inconvenienced in some way, which is probably a non-starter. Thus crossroads are unlikely to bring anything good, but could do a lot of bad.

A lesser form of Crossroad that might be of some use could just give players an arrow (like what we get when in a party or prospecting if you prefer), you would 'memorize' the sign by clicking it and can then go into menu to toggle it on/off which sign you want to see an arrow for, it could help people navigate a bit and doesn't really threaten to break anything else in the game.
Impaler
 
Posts: 11
Joined: Mon Mar 17, 2014 1:24 am

Re: Crossroads - Salem version

Postby ImpalerWrG » Sat Aug 16, 2014 5:29 am

Scilly_guy wrote:
Scilly_guy wrote:Basically all the OP is suggesting is a way for village members to get past walls without having a key... why not just make it so the mayor can make some gates in the village "Town Gates" which simply allow members to walk through without a key.

Procne wrote:Well, the simplest solution would be to allow town members to walk through gates without opening. Just like claim owner can walk through claim token.
But that would require some special type of lock / key, for walking through.


Where did you get that idea from??


Actually lets make it real simple, gates don't 'open' anymore period you just don's experience collision with gates unless you lack permission, if it's an unlocked gate everyone can pass right though it, if its locked it is permeable only for keyed people. If we want to have them graphically swing open and closed that's find but it will not be a change in the gates state, gates just have 1 state. This gives the benefits of simpler gates to plain claim owners as well as towns.

This eliminates the annoying opening and closing (which is doubly annoying with a cart) every time we come or go. And second it gets ride of the 5th columnist problem which is really damping down everyone's willingness to recruit and grow towns.

I do like the idea of gates owned by the town itself rather then a person so that all town members are passable without needing to individually attune and hand out massive numbers of keys, it also makes ejection from the town immediately effective.
User avatar
ImpalerWrG
 
Posts: 293
Joined: Mon Dec 10, 2012 11:42 pm

Re: Crossroads - Salem version

Postby kaillslater » Sat Aug 16, 2014 8:18 am

ImpalerWrG wrote:
Scilly_guy wrote:
Scilly_guy wrote:Basically all the OP is suggesting is a way for village members to get past walls without having a key... why not just make it so the mayor can make some gates in the village "Town Gates" which simply allow members to walk through without a key.

Procne wrote:Well, the simplest solution would be to allow town members to walk through gates without opening. Just like claim owner can walk through claim token.
But that would require some special type of lock / key, for walking through.

U
Where did you get that idea from??


Actually lets make it real simple, gates don't 'open' anymore period you just don's experience collision with gates unless you lack permission, if it's an unlocked gate everyone can pass right though it, if its locked it is permeable only for keyed people. If we want to have them graphically swing open and closed that's find but it will not be a change in the gates state, gates just have 1 state. This gives the benefits of simpler gates to plain claim owners as well as towns.

This eliminates the annoying opening and closing (which is doubly annoying with a cart) every time we come or go. And second it gets ride of the 5th columnist problem which is really damping down everyone's willingness to recruit and grow towns.

I do like the idea of gates owned by the town itself rather then a person so that all town members are passable without needing to individually attune and hand out massive numbers of keys, it also makes ejection from the town immediately effective.


As I see it, the possible security mechanics for gates are (from least to most secure):
1(a) Just keys. No attunement. Can be copied by anyone. If one gets out, you're boned.
1(b) as above, but can't be copied. Still mostly boned
2(a) attuned keys. Only the person given the key can screw you.
2(b) some way to remotely unattune keys.
3 your idea, of permissions dictating passage through gates.

I don't like 1 for obvious reasons.

What if town bells could be upgraded, via witchcraft, to provide 3 to a town. TB would only need large upgrade (spell with some large fixed resource cost) and not a destroy/rebuild. The TB upkeep would be increased, wether through silver or other meter to keep bonus functions in effect.

As a corrolary, I like the idea of levels of permissions within a town. Just as trial members can do only certain things, there may be one or more intermediary groups that gain permission to do more on a town claim, ending with the ability to destroy defences. No idea how this would be determined, but it's a thought.

Final tier could also allow 3 permissions. This way, sensitive areas would not have keys given out, and only the trusted town members would have access.
kaillslater
 
Posts: 37
Joined: Sat Mar 02, 2013 9:13 pm

Re: Crossroads - Salem version

Postby ImpalerWrG » Sat Aug 16, 2014 8:19 pm

kaillslater wrote:What if town bells could be upgraded, via witchcraft, to provide 3 to a town. TB would only need large upgrade (spell with some large fixed resource cost) and not a destroy/rebuild. The TB upkeep would be increased, wether through silver or other meter to keep bonus functions in effect.

As a corrolary, I like the idea of levels of permissions within a town. Just as trial members can do only certain things, there may be one or more intermediary groups that gain permission to do more on a town claim, ending with the ability to destroy defences. No idea how this would be determined, but it's a thought.

Final tier could also allow 3 permissions. This way, sensitive areas would not have keys given out, and only the trusted town members would have access.


Good summary of the options available for key, I don't think any of us want to move backwards on keys though, so stay with level 2 or advance to 3 is the question.

I'm not for involving witchcraft in town management for 2 reason, first witches don't exist yet, second witches are thematically loners who live in opposition to all law and authority so they should not have any mandatory involvement with towns. As for the whole idea of needing to upgrade to get the level 3 key/gate action, I think it just needs to be the way ALL gates work and no involvement with town is needed or desirable, one system will be simpler and more consistent and as I said p-claim owners benefit because most towns are going to initially grow out of a personal claim as the owner invites people in to co-habitat, it is exactly at the formative stage of development when gate protection is needed most.
User avatar
ImpalerWrG
 
Posts: 293
Joined: Mon Dec 10, 2012 11:42 pm

PreviousNext

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 5 guests