One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#101 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 22:49:28

Uh-oh, that might need modification.

Do Orders also have any form of signature on who initially issued the Order being passed down?

Messages being intercepted and transformed by someone "down the chain" and their legitimacy being questioned could eventually become a problem, should Hierarchies continue to be used after this week.

Will typing /ORDER show you your current message you are holding onto?

#102 Re: Main Forum » So is it actually possible for a town to progress into higher tech? » 2019-12-14 22:46:40

Also keep this in mind: why is the Eve town setup so well-known compared to end-game towns?

Yes, there's a lot of content available, but that content is still there in the late-game! Even more-so, there is not an intense pressure baring down on the player to "Keep gathering food or die" that they face in Eve camps. And also, there is, I would argue, more content that isn't accessible in the early-game of towns!

So why is there not so much 'direction' in the late-game, then, if there's still lots of content?

The reason is simple: People aren't used to "getting that far" compared to Eve camps. Well-developed and over-supplied towns is something that the newest wave of OHOL players have never been able to experience for themselves. Even for a lot of newbie veterans, experiencing the "Endgame towns" is new territory, and just as easy to get swept up in and distracted by all of the various possibilities.

I believe that players have to be exposed to the late-game stages of OHOL enough for them to truly grasp what they are able to do to sustain the town's longevity, because numbers-wise, as long as the town has horses, there is 0 reason that a fully-developed town cannot survive.

Under the current EZ-Mode food/hunger stats, a single individual takes an average of 12 bowls of soil and 12 bowls of water to keep alive via Gooseberries. End-game towns have ridiculously better food than that. Thus, the end-game is no different from the early-game, except that the speed at which the Villages/Towns that players live in are on a much longer "doomsday" clock until their next batch of Kerosene flows in.

#103 Re: Main Forum » So is it actually possible for a town to progress into higher tech? » 2019-12-14 21:17:03

Yeah, cars being able to sustain for 20 minutes would make them infinitely more valuable than their current form, even without a storage increase.

They're stationary unlike horses, so you don't have to worry about 'chasing down' mechanic if you aren't sitting on it for a while. Also, the expanded operational timeframe means people could utilize all 4 Slots, and not have to worry about keeping Kerosene in the car for "refills".

We're de-railing here from the convo a bit...


To go back to my earlier point about "Town tiers", Towns are a peculiar case. The moment people 'exist' in an area, they begin draining its local resources, no matter what they are. Clothing, backpacks, soil, water, etc. etc., if your goal is to climb the "Town Tiers" to as high as possible, you have to do it also as quickly as possible. Every generation that passes by means less resources are inherently available for crops because of food consumption, new tools have to be crafted, new clothes must be made to replace decaying/missing clothing.

Tier 5 and Tier 6 are inherently difficult because the oil you are gathering at this stage is usually very difficult to acquire (you have to somehow pry enough rubber tires from the townspeople to dedicate towards the Pump) and equally difficult to keep in place (people seeing excess Kerosene will think "This is mine now"). Thus, these are usually the most volatile to "collapse" and failing to make progress/maintain their tier-ranking. Eventually, after enough time, the cities have lost so many resources that attempting to sustain themselves or progress upward is a futile endeavor.

#104 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 19:30:26

Gogo wrote:

Orders seen in town only would be nice. Distance similar to !. I played a little with new update and the followers just stay in one place causing confusion and mass killing, and vote for all their lives. They are armed, but not organized at all. big_smile


Measuring what the Hierarchy system is like on initial-release is not going to be an accurate picture. You're gonna have to wait 1-2 weeks before you'll actually see how Hierarchies gets used when it's not "The brand new thing".

#105 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 18:51:48

I believe that the word-of-mouth alternative is a good one, but the Orders idea should be able to piggy-back off of the AM Transmitter functionality.


If a Leader issues an order while next to any-frequency AM Transmitter, the Order is also broadcast to their followers a certain distance away.

Extra: The type of Transmitter could determine the range at which the message is extended. High/Medium/Low Frequency transmit at a distance of 1k/2k/4k from the source.

#106 Re: Main Forum » So is it actually possible for a town to progress into higher tech? » 2019-12-14 18:36:01

Kinrany wrote:
Bowser wrote:

While I do not see guards, well... ever, I do see doctors all the time.  If I don't see one, I make an effort to be that doctor.  The problem is as soon as people are comfortable all they do is start griefing eachother and any kind of resource we can use to get ahead goes unused.  And being a doctor that is healing morons killing each other and wasting pads that literally no one is making an effort to replace is just a massive waste of time.

Maybe the solution is to start killing people who are not working.  Sounds harsh, but something has to give... although I suspect it would just play into more random griefing and killing and accomplish nothing in the end, so it wouldn't necessarily be worth it.

It seems the solution is to continuously kill off people who stir trouble. If people are comfortable, there are enough resources to keep a few guards.

This is probably harder than it sounds, because people who don't like this boredom will keep coming back.

But I'm assuming it's also too hard to organize. Why? Someone would say that we're missing some kind of social technology.

It's very possible that, come a week or two from now, we have the hierarchy system used for the purposes of organizing a "town guard". The leader is simply whoever's the oldest of the group and can organize the rest.

#107 Re: Main Forum » So is it actually possible for a town to progress into higher tech? » 2019-12-14 18:32:31

The best you can do in those circumstances when you are seeing people stabbing each other is to treat it using Triage:

  • Is is crystal-clear to you the victim is innocent?

  • Is it crystal-clear to you the offender is murdering for a dumb/griefing reason?

  • Has the victim been productive, and not a drain on the rest of the village?

  • Is the victim's death something that will trigger others to stop working and start getting into the conflict?

If at any point you answer "Yes" to any of these questions, heal the person, check that they don't do anything dumb, and move along. After all, if you stand by looking idle, it'll encourage other productive players to gawk just to figure out what happened.

While in theory a good doctor practices the rule of "First do no harm", in practice a good OHOL doctor must make a judgement call on expending a medical pad to heal the victim. Sometimes, the correct answer is to refuse treatment to the victim. The ramifications will either get the town back to productivity or perpetuate the time-waste.

Holding back on an unclear situation will "feel" bad, but getting involved in a quagmire with no clear answer just drains even more time on everyone else. Keep in mind that no intelligent player will be stabbed or shot by an arrow from a single griefer, they have ample time to run away. If someone is stabbed or shot, they either performed terrible movement, or are intentionally getting stabbed to create drama.

#108 Re: Main Forum » So is it actually possible for a town to progress into higher tech? » 2019-12-14 17:30:29

It's not even that this is a recent phenomenon, but just how the system has always been. Kerosene in general has been harder to 'lift' at times when other towns are very close by, but even that can be griefed.

At some point or another, every player thinks "I am the best, clearly I should use this Car/Airplane/Kerosene, and take it with me to start a new town, with Blackjack, and Hookers!" Shortly afterward they end up dying or sending it somewhere that it's never used in their lifetime, or held by another group of players that have 0 use of the items they brought.

So many resources are wasted and squandered every generation, not just because a griefer decides "Hey, I'm going to put all this good stuff, somewhere completely different," but also because regular players that don't even know how to build an engine decide "Hey, why should this town get these resources when I can clearly use them much better and build my own town?" and then proceed to die to a wolf. The moment their ambitions fly off into the ether, the resources they had are effectively snuffed out.

You are correct to say that we are trapped in a 'low-tech nightmare', but this is nothing new. The best way I can suggest you look at the civilizations is to see them as 'Tiers' in the tech progression.




Tier 1 are the barebones, basic villages that barely got to Deep Well, or just slightly past it. A lot of them die out before even reaching this state, and I consider those Tier 0.


Tier 2 are fledgling towns that managed to gain rubber and/or have horsecarts to enhance resource-gathering. They have deep well, but are quickly running out and have to transition to Newcomen.


Tier 3 are proper towns that have acquired a few dozen rubber tires, and have several horsecarts on standby within a 60-minute window. They have the standard Newcomen Well, along with a Freestanding newcomen, and at least one Cistern to store water. They have a bakery and/or nursery building that give the indoors bonus for idle chatter.

A long road usually connects the town to a neighboring town or resource depot. They have a belltower base starting up or in-development, in order to secure their place on the map. They might have a secondary well setup to gather water.



Tier 4 are Cities that have reached the Diesel Well and struck oil. They have several cisterns to take on water from the well's Kerosene operation. They have plenty of horse-carts on standby, or otherwise carts that will eventually be attached to horses. The amount of water has aided the production of Undyed clothing to permanently reduce food consumption per individual, and a House is designated for unused clothing. The bakery is well-stocked with food, Yum chain isn't a challenge, and there is even wine being produced.


Tier 5 are Megacities that have exhausted several Oil Pumpjacks, and have performed several runs of the Diesel Well. Several buildings that give the insulated bonus exist around the town's farms. The town has maybe had 1 or 2 Cars, or maybe even an airplane, but has almost assuredly lost them to griefers/idiots. They have had Brown families build Rubber tree farms in the nearby Jungle biomes, and have excessive buckets on standby. Numerous roads go in various directions from town towards important resources, or other neighboring towns, to sustain the population between generations.


Tier 6 is the Supercity with an over-abundance in centralized resources. They have constructed multiple cars and upgraded them to planes. There are numerous houses with specific purposes. The town has at least one guard and one doctor each generational cycle. There are tons of emergency medical pads, tons of Tire-Horsecarts, and the doctors/guards make sure to keep the general populace not dead and not grief'd.

The airplanes sustain landing pads for far-away oil wells, or potentially even towns, to ensure the "home city" never runs out of Kerosene. This is essentially the Communist Utopia because it can almost never be reached.

#109 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 05:17:30

Surface response, it's interesting.

It would be nice to be able to distinguish who in your hierarchy hears the message. What i mean is specifically "ORDER" being all, vs. "ORDER BOB SMITH".

Also maybe something that isn't re-using the "Ding" sfx please? I would love to get more variations on notices so that I'm not looking to see what the ding is for.

#110 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 02:26:35

Yeah, what Tarr said.

Old system used to offer 1, 2, or 3-stack soil piles to be til-able.

Current system, we can Only til 1 and 3-stack, the recipe for 2-stack was removed from all biomes.

Makes sense for the Arctic, yes, no disagreements there. But when this was originally being bug-fixed a while back, the 2-stack tilling transition was accidentally deleted for every biome instead of just Arctic.

#111 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 01:40:49

Very off-topic Jason, but like...before this Update gets pushed to Binary v295, can you squeeze in a hotfix for the Soil til bug? The longer it sticks around the more us "experienced" players are forced to teach the incorrect way to til soil.

TL;DR everyone is forced to til 3-stack piles of soil even outside of Snow biome. Even a temp flip back to the 2-stack piles for all biomes would be kind.

#112 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-12 18:03:27

Another point to toss in, we are going to start seeing a lot more of Maslow's 3rd and 4th Tier in the "Hierarchy of Needs".

d0VJDpg.png

Well-developed towns that we are starting to see spring up more with the production of Kerosene, may be able to sustain this 3rd and 4th tier enough that the Hierarchy system will flourish naturally, after the first week of people trying it out and spamming everyone they want to follow.

The best thing that towns can do in the current-time is buckling down and increasing food diversity as much as possible, so that food lasts very long and people are building Yum chains.

#113 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-12 17:57:04

And thus, with that change, a Hierarchy can witness a King/Queen follow one of their 'noble children', and upon death, their child will inherit the structure below them and become the new King/Queen.

The structure would be more difficult to manage the further down it goes, of course. I haven't fully thought thru what it will look like for a Baron/Count to follow one of their children, who is following the leader that had been above them.

#114 Re: Main Forum » I found a solution how to speed up traveling » 2019-12-11 02:18:57

This is basically a super-abuse of the stabbing mechanic, although 'abuse' isn't really a good way to put it, since that's how it works.

To determine the speed of movement, the size of the posse determines it.

1 (Solo killer) is 75%
2 (Killer +1) is 125%
3 (Killer +2) is 150%
4+ (Killer +3 or more) is 200%

To determine your travel speed, use the equation


If you want to determine your average travel per year, use the equation 200 * v, where v is the movespeed of the individual.

For a posse of 9, every person would be able to move 200 * 2, or 400, tiles a minute/year. The same speed as on Horseback.

#115 Re: Main Forum » Another Reason Why I Won't Be Playing on BS2 » 2019-12-10 20:09:35

sigmen4020 wrote:
Spoonwood wrote:

I agree with you, except for one thing.  You will lose your safety entirely if you get exiled.  If you get exiled, it's more likely that a posse will form to try to kill you.

Wait, does exile make it much easier to kill you? That sounds pretty bad considering this whole hierarchy business will probably be nothing more than a constant popularity contest.

Yes and No. AFAIK there are no 'boost' mechanics that make it easier to kill someone. The only thing that has been discussed is some kind of 'symbol' that is next to or applied to exiled players, that only followers of the exile-ee can see, but who knows where things would go long-term?

A personal desire of mine is to see the Guillotine added with the Hierarchy mechanic in mind; only someone exiled by a King, Queen, a person with sufficient 'standing', could have the rope pulled on the Guillotine. I think they can be placed into it prior to that...? But if a sufficient level of Exile isn't given in time, then they get automatically freed.

Hierarchies makes implementation of a Guillotine much easier to accomplish without having to balance against the cases of lone griefers out in the wilds who would lack the prestige to perform the coup de grâce. It also means that you could directly ban a player from being born in a town permanently, within a 3k radius of the town, as the game would have a feature that directly supports that.

#116 Re: Main Forum » [Discussion] Biome Exclusivity vs. Biome Efficiency » 2019-12-10 19:09:03

Bremidon wrote:
Wuatduhf wrote:

I believe that is how Biome Specialization should have been treated, and still can be, by introducing "acclimation".

Good idea.  I think this could be a strong mechanic.  There's lots of room to fiddle with the idea as well.  Being born to someone who is already acclimated to a particular biome reduces the amount of time for the child to acclimate.  Perhaps this is a potential power for the blondes: they can acclimate to any biome as if their mom was already acclimated. 

I assume that you can acclimate to only one biome.  At the very least, acclimating to another biome should cause you to lose any other acclimation you have.

Very good point. I was thinking that Jason could re-tool the Blondes family to being able to do that, and further cement them as a 'jack-of-any-biomes' race, since a lot of people think that their ability to translate does nothing when alone, and is considered a 'drain' by others that just work and do no talking.

#117 Re: Main Forum » [Discussion] Biome Exclusivity vs. Biome Efficiency » 2019-12-10 19:03:27

Moving players between S1 and BS2 has no impact on my argument. Either scenario is playing with random strangers and making what you will of the world in imperfect collaboration. That's what the game used to be when first shown off on Steam and when there were 3-5 worlds of 50-80 people daily. That's not what happens in the "tertiary" worlds that are sub-5 people, who are intentionally playing there to have a narrow collaboration pool and work on their own projects.

I value towns more than lineages because lineages often get repeated in last name and die out a lot. I care much more about the experiences that get created in each town's existence, because their lifetimes vary so drastically and their challenges are unique based on their individual location and the presence of other towns nearby. This is also civilization building, so talking about towns is 100% fair in the scope of OHOL.

You know what I mean by them being here to stay, it's a feature. You may dislike it entirely, I may dislike how it was approached, but now that it exists in code I would be hard-pressed to see that completely cut out of the code. I can only see it getting revamped, and Acclimation is exactly how it can be revamped to bring it back "into scope".

#118 Re: Main Forum » [Suggestion] Car/Airplane Progressive Improvements » 2019-12-10 16:52:26

Spoonwood wrote:
Wuatduhf wrote:

This post should stay focused on the Airplanes/Cars irregardless of the extreme difficulty of Kerosene.

Cars and planes aren't worth building, because of the kerosone issue at present.  We simply can't evaluate the value of cars and planes without taking into account their cost.


Uhh, yes you can. Just because kerosene has a huge cost to production doesn't mean you can't evaluate cars or airplanes absent of the cost of fuel. It literally just means you're looking at how everything else balances out against other existing features/content of the game. Which is what this thread is supposed to do.

We can take cars and horses and directly compare them. The horsecarts are only 200% vs. the Car's 300%, but the Tire horsecart has more than double the carrying capacity, since the car typically has to use up a slot on the Kerosene.

The content was balanced for a different time, when the Tire Horse-cart only had 6 slots, when biomes were unrestricted, when Box Slots and Wall Boxes/Slots didn't exist. These alone are enough to warrant a revamp of the cars and airplanes without even having to go into the scarcity of Kerosene in the last few months of updates.

#119 Re: Main Forum » [Discussion] Biome Exclusivity vs. Biome Efficiency » 2019-12-10 14:05:31

I have to disagree with everything you stated above.

While there are servers that are below the 15-pop count, I do not recognize those as actually playing the game to the interaction-level that OHOL was designed for. BS2 is without a doubt the intended way to experience the game, no matter how frustrating. Playing elsewhere is borderline sandbox mode. People can and sometimes migrate, but the vast majority won't if they want to see their town survive/thrive. They may form a multi-fam town, and just continue about their resource gathering specialties. But the moment they can be replaced with Acclimation and their family is being obnoxious, tensions can occur without the fear of dooming the entire population.

Acclimation isn't going to suddenly make trade exist either, please stop conflating other complaints to what I'm saying. For trade to happen, there has to be a compelling reason/environment for it to occur, and acclimation is only one pebble among dozens needed to make that exist.

The most common results of towns dying is very much contributed to the lack of water supply, a gap in food, or from a sudden murder spree/mass SIDs. I don't see how you can deny that. The town well running dry is the coercion that makes the villagers push for a better one; which leads to the Newcomen water pump, the "technology" that requires Black-Brown cooperation, and so on up and up.

Biome restrictions are here to stay. The reduced pacing of villages to diesel tech has proven the update a massive success in slowing things down ingame, even with its ham-fisted nature. It's up to Jason to complete it, or to move on and leave it in a rut.

#120 Re: Main Forum » [Discussion] Biome Exclusivity vs. Biome Efficiency » 2019-12-10 04:42:16

Spoonwood wrote:

No, this should not happen by race changes.  It should get connected to family, meaning that such has a solid genetic basis, not a superficial one like race.  Yes, all content should be accessible, but not equally efficiently by each family.  But why not just have it so that each family can make a specialty object?  Also, I don't see how your proposal discourages multi-racial villages.

I proposed this back in November.  Please ignore the apocalypse concept:

Spoonwood wrote:

The apocalypse happened in such a way where some people had specialized knowledge survived.  But, that knowledge was more about how well to do a particular task.  For example, some Boots who survived the apocalypse had knowledge of *how to make* an object which some German who survived the apocalypse doesn't have.  Such an object JUST improves the amount of resources that can get obtained from doing something.  Like there's some object that Boots has knowledge to make which enables to get two tanks of kerosone from tarry spot instead of just one.  That knowledge gets passed down through each generation also, even though Boots won't be applying that knowledge herself.  People have changed such that they no longer can remember such pre-apoclyptic knowledge if they stand too far away from where some Boots, German, Bear, or Uno spawned (I don't quite like this... seems too silly even in a post-apocalyptic scenario, but it might limit multicultural settlements).  Also, for some unknown reason when people pop into a post-apocalyptic world the first person would have knowledge on how to get more from a rubber tree, the second how to get more oil from a well, and so on.


The latter concept is what I wanted instead of Biome specialization, but here we are. I'm going to disregard it - not because I disagree, since I very much agreed with and discussed that being a feature months ago - but because it's irrelevant to the now-existant feature that is Biome Specialization. We have to work within the scope of what exists within the game, and I don't think either of us sees Jason deleting all of that development.


"I don't see how your proposal discourages multi-racial villages."

I never said it did? Acclimation would remove the hard requirement of other races. You would no longer be coerced into finding Browns/Blacks/Gingers. You are suggested to finding them to make your life easier. Griefers would lose their benefit over pushing for mono-family town ruling, or stirring up violence to get one family to kill off the other, and accelerate the village's death. On the opposite end, families would no longer feel the 'pressure' that may hold the less-moderate players back from partaking in genocides.

Both of those outcomes are things Jason would very much want to see played out in the game.

#121 Re: Main Forum » Another Reason Why I Won't Be Playing on BS2 » 2019-12-10 02:32:10

Points to giant thread where this whole feature came from us and not Jason, and is inherently interesting to explore how it'll survive from theory to practice.

#122 Re: Main Forum » [Suggestion] Car/Airplane Progressive Improvements » 2019-12-10 02:18:33

Spoonwood wrote:

Wuatduhf wrote:

Blah blah a bunch of stuff about tech progression.

This is another reason as to how oil running out doesn't make sense and is not good for the game. 

I would like the ideas you proposed Wuatduhf, I think, however with oil rigs going dry and not having any alternative to get late game water via technology, I'm not so sure that cars or airplanes would be worth it for a town.

If you see a car on the bigserver it might just be best to lock one up behind stone walls.  I do feel it's unfortunate that cars are worse than useless, and seem positively counterproductive, but I think that's the case currently.  Like I saw one of the belltowns that Twisted played in early in the morning and then saw Lizzee play it.  In one life that Lizzee played was no kerosone to run the diesel water pump (she wasn't Ginger and didn't know how to do oil either).   She got born somewhere else and it turned out she was close to that town again which she learned in her 30s as I recall.  Still no kerosone for the diesel water pump.  I saw someone on discord talk about making notes about a location of an oil rig, and had played it again and no one had gotten more kerosone.  When towns struggle to even make kerosone for water, and cars and planes rely on oil, and oil runs out locally, cars and planes may as well get locked up behind ancient stone walls and turn into museum pieces.  I wish it could be otherwise, but alas I think that's the best choice.

Kerosene is feasible but difficult. It requires perfect coordination and resource gathering from every single race. But again, this is a topic that's not about the Cars/Airplanes themselves, but the resources involving them.

I'll continue that conversation over here instead. This post should stay focused on the Airplanes/Cars irregardless of the extreme difficulty of Kerosene.

#123 Main Forum » [Discussion] Biome Exclusivity vs. Biome Efficiency » 2019-12-10 02:07:30

Wuatduhf
Replies: 9

This thread is to really dig into the Racial Specializations update, the good and bad that come from it, and to argue why it should be treated in the same way the Language system was handled.

The language system is a good mechanic. While rough on its launch, it's now in a good place. On the surface, communication between families is impossible, but given enough time or resources, families could still learn to communicate with each other to be able to cooperate.

I believe that is how Biome Specialization should have been treated, and still can be, by introducing "acclimation".

Acclimation is nothing that doesn't exist IRL; various ethnic groups are better acclimated to warmer, colder, wetter, or drier regions because they've lived there, and have grown accustomed to the area's conditions. However, this does not prevent people alien to those conditions to be unable to live and operate within it.

I believe that players should be able to 'acclimate' to a specialty biome if they spend enough time in it, suffering from the biome's conditions during this process. From there, the methods of implementation are one of two ways; either the player has to survive 3 minutes straight (which means no eating during that entire time), or they would need to have a cumulative total of 10 minutes spent within the hazardous biome.

This effect would happen for each type of biome, Jungle, Desert, and Snow, so that unlocking one does not unlock the others. Races can be special without being forced to have entire parts of the world only manageable by them. This goes counter to the game's experience by completely locking content away, and removing any agency for the player to overcome it.

"But that's what Tool slots do!"

Not really. You are free to learn whatever tools you want, but you are capped on the maximum amount you are able to learn. You still have the choice to be able to experience specific content. Biome Specialization inherently excludes you from content because you were born a specific race and you have no choice besides SID.

"How does this change the current multi-cultural towns at all?"

Because towns will no longer have a mandatory NEED for multiple races to co-exist for it to survive. If given enough time, a family of gingers could invest time in their members becoming acclimated to the desert and the jungle to be able to retrieve the materials they need for their skin tone to do anything for them. But you have to keep acclimating someone in every single generation to continue to have access to those resources, so there is still a value in working with other races.

"But Jason plans to add more biomes for more races in the future!"

And this works to that perfectly! The more biomes there are, the more places where time has to be spent acclimating in order to exploit its natural resources. Some villages could get away with it, while others may just go the route of cooperating with other families to do the work for them in exchange for them working their own places.

In conclusion: The key point here is not "exclusivity" as the title says, but about "efficiency". It's more efficient to work with a black family to go into the desert for resources, because it saves your village from acclimation time. However, if the player always has the option to waste their own time getting to that same resources, then it's no longer an arbitrary blocker forcing families to be together.

#124 Re: Main Forum » [Suggestion] Car/Airplane Progressive Improvements » 2019-12-09 23:49:41

I know it doesn't make sense, but I would not literally translate everything in the game as they are IRL. There is no way the crude car we have ingame matches 1:1 to a real-life car. Bears wouldn't just take 3 arrows to take out, and couldn't be avoided by standing on a berry bush. A single berry lasts long enough to keep you well-fed for a year. And so on, and so on.

Sure, the game having multi-person transport could/should exist if Jason was willing to implement it. If Rails could do other things besides very very slowly move 4 large items from Point A to Point B, maybe they would be more included with towns. But for a gameplay 'perspective', imo, having a way for people to insta-travel from one place to another - even without items - is not that interesting and trivializes the vastness of the map and towns.

#125 Re: Main Forum » [Suggestion] Car/Airplane Progressive Improvements » 2019-12-09 22:58:42

jcwilk wrote:
Wuatduhf wrote:
jcwilk wrote:

Honestly I think there should be an instant-transport option at some point in the tech tree, probably not super deep into it. Think about how long it takes to traverse 1km, even with a fast vehicle it's well over a "year". Who the hell takes a year to make it through 1km of wilderness? 1 game second should be plenty to traverse anything less than 100km -on foot- if your character is assumed to be hustling, given that a game second is a bit less than a week. So IMO it seems extremely reasonable to have some mid-tier tech like a "caravan depot" which connects to other caravan depots and instant transports you as hungry work. Maybe you can link a "brochure" to a caravan depot and you have to walk it/drive it to other caravan depots in order to connect them?

But yeah 8 slots even seems on the low end for how much of a bother it is to build a car. Two people with horse drawn carts sounds 10x more desirable, all things considered, aside from the fact that you need two people but how long does it take to recruit someone compared to building a car? If we could add a massive trailer to the car to hold many more things then maybe it starts to make sense, but I guess the whole tile-to-tile interaction limitation puts a damper on that.

We have instant transport with the Airplane, and doing this costs 1 pip of a Kerosene tank. 2 if you assume round-trip expense. It's also weird to judge the costs of a tank of Kerosene. Since each pip is worth 7 Buckets of Water, flight has to be very efficient for it to be worth sacrificing that many buckets of plant growth. It's really only feasible for what I would consider "Tier 5" Towns; towns that have become so wealthy and powerful that they possess aircraft that can be used to farm long-distance oil, and where The tanks of Kerosene are as plentiful as Steel.

For comparison, the current Bell town that has been active these last few days I would consider Tier 3, and is constantly teetering on the edge of collapse due to griefing.

Do you think a lower tech tier might deserve an instant transport that perhaps doesn't go quite as far as the airplane one? I mean heck, waystones ought to let you instant transport to where they point given how sped up time is. Same with bell towers. Having it take any time at all to go to a known location that's only a few km away doesn't make any sense to me when a game second is almost a week.

Nah. Instant teleports imo take the player away from the difficulties of transportation and discovery of old civilizations, lost items/gear/horses, etc. etc. The airplane being so end-game and so costly makes it balanced for the instant-transport effect it provides. It hurts to only be able to effectively carry 3 Items + Kerosene every time you fly with it, of course.

If Jason looks into any other transport tech, it should utilize the existing tech we have, which would be roads/Railroads.

Board footer

Powered by FluxBB