Village Warning System

Forum for suggesting changes to Salem.

Re: Village Warning System

Postby Sevenless » Wed Dec 05, 2012 5:48 am

Darwoth wrote:i do not think giant zergtowns need any extra tools to their advantage, if you cant properly police your **** with a bunch of extra bodies then thats your fault/problem.


This isn't haven where you had X hours to find out where the attack was going to be (excluding bugs in this analogy, we're assuming things are working as intended). Here you have no warning unless you're literally patrolling 24/7

Seriously how long does it take to bash through walls? 5 minutes? This current "siege" system is not well designed for active policing if your base is larger than a single minimaps worth.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Village Warning System

Postby colesie » Wed Dec 05, 2012 5:50 am

Sevenless wrote:Seriously how long does it take to bash through walls? 5 minutes? This current "siege" system is not well designed for active policing if your base is larger than a single minimaps worth.

At like 60 phl you can break stone walls in 1 regen
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Re: Village Warning System

Postby darnokpl » Wed Dec 05, 2012 9:22 am

jwhitehorn wrote:I think you are a bit off on the math there.

V-Claim = 40 silver a day for 10,000m3

P=Claim = 37 silver a day for 10,000m3



m² not m³?
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Re: Village Warning System

Postby MrGemini » Wed Dec 05, 2012 10:01 am

Dont forget the Indian Death Star he has in the air.
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Re: Village Warning System

Postby Glennfinnan » Wed Dec 05, 2012 3:09 pm

And the earthworms underground.

I kind of like the idea of the Bell really ringing, but I'd like it to be 'triggered' somewhat realistically.
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Re: Village Warning System

Postby darnokpl » Wed Dec 05, 2012 3:16 pm

Glennfinnan wrote:And the earthworms underground.

I kind of like the idea of the Bell really ringing, but I'd like it to be 'triggered' somewhat realistically.


But it wasn't be useful if someone would have to trigger it using his character?
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Re: Village Warning System

Postby Sevenless » Wed Dec 05, 2012 3:25 pm

darnokpl wrote:
Glennfinnan wrote:And the earthworms underground.

I kind of like the idea of the Bell really ringing, but I'd like it to be 'triggered' somewhat realistically.


But it wasn't be useful if someone would have to trigger it using his character?


Perhaps he's referring to some form of structure built that can be tripped to trigger the alarm?

I think hiring the indian tracker is a good enough "game mechanic" to explain the event ^_^
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Village Warning System

Postby Glennfinnan » Wed Dec 05, 2012 3:28 pm

Maybe it would be nice if you could build like wires around your base that were somehow connected to the bell and upon pulling by an invader, they'd cause the bell to ring.

Edit : Sevenless was faster.
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Re: Village Warning System

Postby darnokpl » Wed Dec 05, 2012 3:43 pm

I don't think that electricity was anywhere near Salem age...
Hmm I thought about slave that would be in chains near bell and if he is doing good he gets water...
we could use, instead of bell, smoke signals or huge fireplaces (like in lord of the rings to send call even through mountains) :D
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We can use watchtowers and if crime was committed in range of tower it triggers bell that is on that tower or town bell? (I think it would be most realistic for that times).
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Re: Village Warning System

Postby Glennfinnan » Wed Dec 05, 2012 3:45 pm

I didn't mention electricity.

The bell would be triggered mechanically.

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