loftar wrote:I not like, you not get
iotuegli wrote:2 different artifices... can be good but in a so fragile part of game everything can break with a bad use of sistems
some easy ways to make that work:
-fixed minimum time to get rid of a wall segment, like 15 seconds for a plank fence, 10 for a stone wall and less for others (a tree needs 30s i assume with iron axe)
loftar wrote:Potjeh wrote:An idea that was brought up a time or two is dividing destruction of a base and plain old theft into two distinct systems.
I would also like that, as I think I mentioned in the announcement thread for the waste claims. My intention would be that it should be possible to develop skills to get past walls without having to break them (and/or a lockpicking skill), and therefore being able to enter a base for stealing (or summoning, &c.) without having to destroy anything; which is the reason only vandalism crimes are prohibited without using a waste claim.
However, trying to figure out a working system for such vandalism-less stealing turned out to be harder than I thought, since one could simply wall one's base off with non-wall structures, like woodpiles or whatever, that wouldn't be passable using such a wall-scaling mechanic, and would be impossible to destroy without vandalism. I've been considering some kind of mechanic whereby one could "strafe" between (non-wall) objects that are built next to each other, but that just seems like a very ugly solution, requiring its own completely distinct movement system and whatnot.
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child
Claeyt wrote:
1. Why aren't Houses Lockable? Make houses worth more to build and much, much harder to destroy. What did the old settlers do when their claim got attacked? The ran into their house and hid. Make the 'Waste' or 'Stealth' criminals work to get into a house. Maybe make it so that if someone is inside the house, you can't pick the lock on it or get in without breaking it. Maybe make the houses harder to build.
2. Siege weapons. The waste claim is pretty awkward. The rams in HnH did seem to be kind of a neat aspect to the game. Make them slow to move and then maybe move faster with the more people pushing them. Make them vulnerable for more time than 4 hours. Make them transportable by boat but not Canoe (For places like Candy Island). Make the boat move really, really, really slow with them on it and take more damage while moving, maybe make the boat have a chance to sink with a Ram on it based on skill. Make the Rams require more drying time after they've been in a boat (maybe 4 hours or so) and make them unclaimed so they can be moved on a PC or VC without owning them. Also right now there's too much porting with a waste claim Warning, the Rams would provide some sort of warning but also some skill to use for surprise.
3. Maybe just make some unbreakable walls without a waste claim or battering ram, but make them really expensive. Iron and a ton of brick.
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.
Dallane wrote:They have been wanting to do all of this for awhile. Hopefully the ram bug doesn't follow into here lol
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child
Claeyt wrote:Dallane wrote:They have been wanting to do all of this for awhile. Hopefully the ram bug doesn't follow into here lol
Ram bug? What's the ram bug? I only tried HnH for a couple of weeks.
Also, could you move the Rams by boat in HnH? No, right?
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.
loftar wrote: ..However, trying to figure out a working system for such vandalism-less stealing turned out to be harder than I thought, since one could simply wall one's base off with non-wall structures, like woodpiles or whatever, that wouldn't be passable using such a wall-scaling mechanic, and would be impossible to destroy without vandalism. I've been considering some kind of mechanic whereby one could "strafe" between (non-wall) objects that are built next to each other, but that just seems like a very ugly solution, requiring its own completely distinct movement system and whatnot..
loftar wrote:Potjeh wrote:An idea that was brought up a time or two is dividing destruction of a base and plain old theft into two distinct systems.
I would also like that, as I think I mentioned in the announcement thread for the waste claims. My intention would be that it should be possible to develop skills to get past walls without having to break them (and/or a lockpicking skill), and therefore being able to enter a base for stealing (or summoning, &c.) without having to destroy anything; which is the reason only vandalism crimes are prohibited without using a waste claim.
However, trying to figure out a working system for such vandalism-less stealing turned out to be harder than I thought, since one could simply wall one's base off with non-wall structures, like woodpiles or whatever, that wouldn't be passable using such a wall-scaling mechanic, and would be impossible to destroy without vandalism. I've been considering some kind of mechanic whereby one could "strafe" between (non-wall) objects that are built next to each other, but that just seems like a very ugly solution, requiring its own completely distinct movement system and whatnot.
Darwoth wrote:oh god, inc newbs with 25 cloak and dagger wall climbing skill summoning everyone and stealing everything.
system is mostly fine how it is, currently if you have a town bell your attackers are forced to fight you if you so choose which is about 500 times better than a ***** slinking around when your offline to summon you or steal your **** that you had no chance of defense against.
wall climbing also firmly puts the balance of the game entirely into the zerg factions, if they have to work through defense a smaller group of defenders has a chance at repelling them, if 15 russians can just rush your walls at the same time because they can climb over them and zerg the defenders in 20 seconds it pretty well ***** up the game.
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child
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