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Author Topic: Haven and Hearth  (Read 213710 times)

Hawkfrost

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Re: Haven and Hearth
« Reply #375 on: May 31, 2009, 01:02:12 am »

Alright. Chances are, at that distance, we'll all need to be our own standing militia. Strangle should help a bit, as from what I can tell, each combatant in a group fight has their own intensity scale, and as Strangle is a high-accuracy, high-drain move for decent damage, we should be able to mob things higher than ourselves, at least to a point. Armor would help here, as the foxes seem to dole out enough to an unarmored to down them in three or four shots.

Also, could we look into the possibility of bunny slippers? I managed a pair off some furs abandoned mid-nowhere, and they do seem to be enough of a boost to let us outrun the foxes.

Overall, if we get ourselves well-equipped and trained, we should be able to take it back with a minimum of fuss. From there, I guess we push to the end of the world. Maybe we can chuck all the wickerware off the side...

Maybe we could set up a patrolled roadway from the starting area to the colony, so that new members can get there without multiple deaths?

It would require a voluntary militia force that doesn't mind long patrols.
We could even have it on a sort of schedule, so that no one person is patrolling too long without relief.

But yet again, I'm getting ahead of myself.
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Vattic

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Re: Haven and Hearth
« Reply #376 on: May 31, 2009, 01:03:29 am »

Talking of the future we can use part constructed things as a fence to put around the village. Very cheap at one branch a go.
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Haven

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Re: Haven and Hearth
« Reply #377 on: May 31, 2009, 01:06:54 am »

Hm... Excellent idea, Vattic. The bottleneck does lend itself to fencing. I'd suggest some leather racks, with wicker, straw, or other liftables for a gate. Later we could expand to cover more territory, but that'd require either a lot of wicker for the N/S walls, or else a better way to make N/S walls.

- Hawkfrost, I think a steady patrol might end up being more trouble than it's worth. We could, however, organize an escort for people who wanted to move up. I'm not sure it'd be a good idea for someone at the skill we're at now to hang out at the outpost, though, slow hours being what they are... The gates wouldn't lend themselves to quick opening and closing.

-- While I'm editing away here... To maximize production time, we might just want to set up our metalwork on top of the center mine, rather than dragging ore up to the main camp. If we fish up food, we can keep all of our operations in a tight circle; Mining, smelting, smithing, outfitting, and sustaining. Maybe not bunnyhunting. This, of course, would only do us a lot of good if we managed a concerted rush. That, and I'm fairly sure people have other things to do with their time.
« Last Edit: May 31, 2009, 01:17:23 am by Haven »
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Hawkfrost

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Re: Haven and Hearth
« Reply #378 on: May 31, 2009, 01:15:29 am »

Hawkfrost, I think a steady patrol might end up being more trouble than it's worth. We could, however, organize an escort for people who wanted to move up. I'm not sure it'd be a good idea for someone at the skill we're at now to hang out at the outpost, though, slow hours being what they are... The gates wouldn't lend themselves to quick opening and closing.

I though that too.

I have a tendency to think way into the future; I was thinking about if we had a 70+ colony.
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Haven

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Re: Haven and Hearth
« Reply #379 on: May 31, 2009, 01:19:02 am »

I though that too.

I have a tendency to think way into the future; I was thinking about if we had a 70+ colony.

Hm... If we had a 70+, we could just make settlements all along a wide road out. Which would be pretty cool. Bay12 Road Patrol.
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dennislp3

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Re: Haven and Hearth
« Reply #380 on: May 31, 2009, 01:33:27 am »

i find this to be very impressive lol...dwarf fortress seems to have prepared us for this game in so many ways and we can all seem to work together...no doubt this is seeming to work out well :D
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Malicus

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Re: Haven and Hearth
« Reply #381 on: May 31, 2009, 01:37:08 am »

It may be a weird thought, but I kind of hope that adding mines as they should be or some other change requires a server wipe (or at least a map wipe) so that instead of doing dumb things like settling in the middle of nowhere where foxes are like carp -- no, like wagons -- before we're prepared for it, we can have a fresh start and do things well.
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dennislp3

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Re: Haven and Hearth
« Reply #382 on: May 31, 2009, 01:39:47 am »

believe it or not ive been hoping that would come for a while...especially the way that the starting are is getting so cluttered with crap...i dont mind working with people and all but i dont like being in the n00b area...they get to curious and grabby...although our impressive village does do good for the game...it shows people what they can do and what potential the game does have
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Vattic

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Re: Haven and Hearth
« Reply #383 on: May 31, 2009, 01:45:40 am »

It appears at least that the world has been generated rather than hand made, just look at that weird island. I hope to see it regened in future with a more interesting and realistic placement of things, I'd like to see climate and regional plants for example.
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Haven

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Re: Haven and Hearth
« Reply #384 on: May 31, 2009, 01:46:53 am »

There'll probably be plenty of wipes between now and 1.0, if DF's compatability history is anything to go by. I would, though, like to be able to retake the outpost before a wipe comes. Still, I wouldn't be too sad if it came before that. New embark points. =)

I do think Bay12 can have a bit of pride in its work, though. The first settlement would have made the elves cry, if there were any around.
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Wooty

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Re: Haven and Hearth
« Reply #385 on: May 31, 2009, 01:54:11 am »

Wouldn't it be easier to fence off the sides of the road, and then just have someone with good combat skill walk up and down it once a day to make sure nothings spawned there or wandered in?
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dennislp3

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Re: Haven and Hearth
« Reply #386 on: May 31, 2009, 01:54:45 am »

Luckily the devs have mentioned that they plan on making villages and the such like we have going a feasible feature...so in the future...much like with the yeomanry skill we may be able to plot our own land off and stuff...this game seems very promising...maybe we could convince them to create dwarves and goblins and the such :)
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dennislp3

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Re: Haven and Hearth
« Reply #387 on: May 31, 2009, 01:58:33 am »

that idea does seem good but then we need to consider one aspect i was thinking off...what if u are on the path and want to go somewhere else? what if people are curious about the path but have to run around inside for an hour to get out...we need to consider that blocking off such a large strip may be less desirable than it seems...also...unless they are full, unmovable objects other players could hijack or destroy our fence...it would be like maintaining a great wall of china made from straw...we would most likely be better off with some form of patrols or outposts with a military/road guard makeup...checkpoints along the way with basic services and or places to rest or hide from the monsters or whatever on the road...and i think when the "murder" skill becomes more widely acquired then "robbers" and bandits would become a very reasonable problem to consider...especially if our road and village becomes a big part of the game...which it already is...i dont know any other groups with one functioning village like us...although others are trying
« Last Edit: May 31, 2009, 02:03:50 am by dennislp3 »
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Malicus

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Re: Haven and Hearth
« Reply #388 on: May 31, 2009, 02:05:11 am »

Well, the server doesn't seem to be coming back.  I -may- go to bed...  not sure.
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Wooty

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Re: Haven and Hearth
« Reply #389 on: May 31, 2009, 02:05:26 am »

Anyone wanting to get through or leave could move a part of the wall and put it back, so the only problem we'd have is griefers. Maintaining a wall that's almost as hard to grief as it is to build might still be easier than constant patrols.
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