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a multiplayer game of parenting and civilization building

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#1 2018-07-02 01:03:31

startafight
Member
Registered: 2018-04-15
Posts: 398

weapons, murder, warfare, disease, injury

weapon ideas:

for animals:

- blowguns
- hand axe
- sling
- spear

for people:

- swords
- daggers
- shields

blowguns could be made with snake venom and used to kill small animals and incapacitate humans and bigger animals

slings could be used to catch geese and rabbits

spears could be used to take down predators instead of bow and arrows

for swords, daggers, and shields, im thinking more about warfare between two civilizations. as we advance and get things like currency going we could start seeing a use for warfare. and bows and arrows should be able to be used on horseback. we should be able to eat small foods like berries or carrots while still on the horse and we should be able to control the speed of our horses. perhaps doing these things would require training and theres a % chance of falling off the horse which lowers as you practice

personally, i think the current system where the victim has a chance of survival based on the people around them balances out murder griefing. by that i mean that i dont think we need the full minute slowdown because we already have a chance to be saved. if things like keys could be hung from a craftable object like fanny packs and belts that make using locks and keys more accessible, it would make griefing clean pads virtually impossible in an advanced civilization that knows what its doing. if we get rid of the murder cool downs we will be able to have chances of war between towns possible.

more suggestions on injury:

we should have a % of survival or instant death depending on where the murderer aims. if they aim for they head then it should be 80% chance of instant death, and if they aim for the body it should be 20% chance of instant death. i think the fact that people can survive any injury is kinda lame.

we should be able to have things like wild opium lettuce that has to be refined but can be given to an injury victim to extend their life in the injured state (in case we dont have any clean pads nearby), but can only be used once and only extends the life by another 20-30 seconds until healed completely

disease:

we should be able to use dirty pads to sop up blood at the cost of a high % chance of infection. there have already been many threads about what might happen to a diseased player but i like the idea that they move slower, perhaps at the speed of a baby, and their overall hunger % is reduced.

we could have a possibility of getting colds and such from walking through a snowy biome without clothes and only be able to recover by staying put in middle temperature for a certain amount of time, id say about a minute.

concluding thoughts:

i like warfare and i like murder. ive always been in the mindset that being murdered isnt too bad because it adds to your story. its only bad when theres absolutely no chance of surviving an attack. thats why i like the % chances of survival, it doesnt make death a routine thing u can put off just by suturing up an injury. griefing is a bigger issue than murder. griefing doesnt provide a story, its just some rando on the internet who wants to ruin a game experience

edit:

also, warfare has been used to expend youthful energy for a long long time. it was used by the rich to send off additional sons to do something with their lives and then used by recent civs to reduce the unemployed workforce. its important to have something that murderers can put their energy into instead of just murdering their own civs. thats why i like the idea of being able to kill each other easier and spawn closer together. this game shouldnt be all about sharing and caring, even though that is nice

Last edited by startafight (2018-07-02 01:06:30)

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#2 2018-07-02 01:10:15

TheRedBug
Member
Registered: 2018-03-18
Posts: 393

Re: weapons, murder, warfare, disease, injury

I dont think this games needs more pvp imo XD i like the blowgun idea tho.


STEW! STEWWWWW!!!

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#3 2018-07-02 01:18:47

startafight
Member
Registered: 2018-04-15
Posts: 398

Re: weapons, murder, warfare, disease, injury

TheRedBug wrote:

I dont think this games needs more pvp imo XD i like the blowgun idea tho.

the userbase is always split about killing and personally i dont like murder, but i feel like its a necessary component of a society. griefers and murderers attack their own civs because they enjoy the act itself, but if we could concentrate it into other civilizations we would decrease the chance of bored murderers. the point i was making about the use of war in previous civs is that restless murder is actually a normal part of human nature. we have so much crime when we are in times of peace, and a lot less when we are at war because we have a source that we can expend our energy into. as long as this game doesnt have another method of excess resources, like gambling, drinking, or inventing machines, we will always reach a breaking point in the civ where everyone dies out because its become boring and routine.

its like money, we cant just keep printing it because then our economy becomes inflated and it no longer has any meaning, we need to spend the excess in order to promote a healthy civilization.

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#4 2018-07-02 01:19:30

LaughAtlantis
Member
Registered: 2018-06-23
Posts: 76

Re: weapons, murder, warfare, disease, injury

I’m finding the game is already depressingly murdery. Enough weapons.


Yum. Yum. Yum. Meh.

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#5 2018-07-02 01:25:16

startafight
Member
Registered: 2018-04-15
Posts: 398

Re: weapons, murder, warfare, disease, injury

LaughAtlantis wrote:

I’m finding the game is already depressingly murdery. Enough weapons.

murder is an important aspect of this game. the purpose is that we're building a civilization. in a civilization there is unrest and crimes. its natural, its human, its where excess time goes into. what im saying isnt "give players more murder tools". what im saying is "give players a way to direct their murders to outside the towns", allowing for a natural population growth that can be regulated

Last edited by startafight (2018-07-02 01:25:40)

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