Farming Revision

Forum for suggesting changes to Salem.

Re: Farming Revision

Postby nonsonogiucas » Wed Jun 11, 2014 3:15 pm

Why not having soil have a standard purity / ferility / humidity based both on biome and geographical place you settled on the map?

It would make sense to find farms in grasslands and in the vicinity of a water source rather than in the middle of a desert / swamp / forest. Also places with intrinsic high purity could become the theatre of interesting fights for land control that are not only motivated on griefing / scamming / whatever.

Also commerce would benefit from spreading the various resources apart from one another. Farmland dwellers would be the main food sellers, but in turn would have to buy most wood / metal.

It would be really interesting to see the development of actual miners towns, fishers town, farmers town and so on...
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Re: Farming Revision

Postby Feone » Wed Jun 11, 2014 3:59 pm

nonsonogiucas wrote:Why not having soil have a standard purity / ferility / humidity based both on biome and geographical place you settled on the map?

It would make sense to find farms in grasslands and in the vicinity of a water source rather than in the middle of a desert / swamp / forest. Also places with intrinsic high purity could become the theatre of interesting fights for land control that are not only motivated on griefing / scamming / whatever.

Also commerce would benefit from spreading the various resources apart from one another. Farmland dwellers would be the main food sellers, but in turn would have to buy most wood / metal.

It would be really interesting to see the development of actual miners towns, fishers town, farmers town and so on...


I very much like the sound of that. It would give a different meaning to players. As currently players whom are not part of your town are only competition or potential victim. There is absolutely no benefit to being nice to others beyond your own group.

On the other hand, other players are always a risk too, and it might just be easier to run all those towns with alts than having to deal with other human beings. Being completely dependant on another player is not a desirable thing in a permadeath game.
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Re: Farming Revision

Postby Zapt13 » Wed Jun 11, 2014 4:07 pm

+2!
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Re: Farming Revision

Postby Scilly_guy » Wed Jun 11, 2014 4:26 pm

nonsonogiucas wrote:Why not having soil have a standard purity / ferility / humidity based both on biome and geographical place you settled on the map?

It would make sense to find farms in grasslands and in the vicinity of a water source rather than in the middle of a desert / swamp / forest. Also places with intrinsic high purity could become the theatre of interesting fights for land control that are not only motivated on griefing / scamming / whatever.

Also commerce would benefit from spreading the various resources apart from one another. Farmland dwellers would be the main food sellers, but in turn would have to buy most wood / metal.

It would be really interesting to see the development of actual miners towns, fishers town, farmers town and so on...

I think Jorb and loftar said they didn't like having purity depend on stumbling upon it in nature, it was in reference to water, and as HnH is completely like that I think they are a bit confused. Anyway, currently all purity is derived from water, I would like to see other factors play a bigger role. As for the settlers of America not building farms in deserts... Well, they did.
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Re: Farming Revision

Postby nonsonogiucas » Wed Jun 11, 2014 4:47 pm

Scilly_guy wrote:I think Jorb and loftar said they didn't like having purity depend on stumbling upon it in nature, it was in reference to water, and as HnH is completely like that I think they are a bit confused. Anyway, currently all purity is derived from water, I would like to see other factors play a bigger role. As for the settlers of America not building farms in deserts... Well, they did.



It would not be about stumbling... but conquering and defending.

Of course, first come first served... but after that it gives you a reason to engage in pvp. Also it would be pvp for a different reason than drinking others tears. It's drinking others purity waters / clay / ore / soil wathever.

Also consider the strategy involved. Even if very active and strong, a small group would not risk trying to hold too much land for they would have to spread out too much. Better to find your sweet spot and be nice until you can expand.

Place witches on top as a way to maximizing / ruining an area's potential and things could even start to get more interesting.
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Re: Farming Revision

Postby DarkNacht » Wed Jun 11, 2014 10:13 pm

nonsonogiucas wrote:It would make sense to find farms in grasslands and in the vicinity of a water source rather than in the middle of a desert / swamp / forest.

Cleared forests and drained swamps tend to make far better farm land than grasslands, they just take more work to prepare.
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Re: Farming Revision

Postby nonsonogiucas » Wed Jun 11, 2014 11:16 pm

DarkNacht wrote:
nonsonogiucas wrote:It would make sense to find farms in grasslands and in the vicinity of a water source rather than in the middle of a desert / swamp / forest.

Cleared forests and drained swamps tend to make far better farm land than grasslands, they just take more work to prepare.


That's also a nice idea, more ways / objectives for terraforming.
In the middle of a grassland I imagine you could settle pretty much without hassle, in the middle of a forest thou... wouldn't wild animal constantly try to sneak in and eat the sprouts? Also for wetlands you need to dig channels for the water to drain.

The whole point is that right now you can settle pretty much wherever you choose without affecting the results (other than because of neighbors) while incrementing the diversity will give both more meaningful choices and more to fight / work with.

Now I imagine a really nice purity node inside a coniferous forest, a faction clears part of the forest and start settling but then it is forced to defend the are from other factions wanting to occupy the place once cleared of the trees. That is kind of play we should aim at imo.
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Re: Farming Revision

Postby cannibalkirby » Thu Jun 12, 2014 12:15 pm

It would be nice if we did get a few new crops introduced into the farming system Q_Q 10/10 want carrots for horses!
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Re: Farming Revision

Postby Zapt13 » Thu Jun 19, 2014 1:50 pm

How about partial harvesting?

Like grabbing 50% of the pumpkins at growth stage 2, and the rest at stage 3? Could specify the amount to harvest and then just slash plenty by the harvested amount.
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Re: Farming Revision

Postby nonsonogiucas » Thu Jun 19, 2014 3:27 pm

Zapt13 wrote:How about partial harvesting?

Like grabbing 50% of the pumpkins at growth stage 2, and the rest at stage 3? Could specify the amount to harvest and then just slash plenty by the harvested amount.


Isn't this the same as having smaller fields?


How about having the soil being more continuous in its properties... for example having influences spread a bit to adjacent "field tiles", could make for a more realistic crop placement where you want to avoid planting a lot of different things in a checker pattern... or maybe you would (if you wanted a more omogeneous albeit lower inlfuence distribution)
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