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#1 2019-12-18 08:23:46

schmloo
Member
Registered: 2019-06-15
Posts: 200

Quick idea: Trampled roads/ground

Firstly, I initially and accidentally wrote “trampled toads”, and laughed awkwardly to myself. Thought I’d share.

Maps can be awkward to use, considering they can often be left in a destination town with no one from the original town getting a chance to follow it. The also require time and resources to make. However they fit in well with the following idea. Walking anywhere makes the ground trampled, which lasts a certain amount of time depending on the method of transportation. The longer the trampled ground lasts, the more prominent and visible it is — something along the lines of walking adding about 5 minutes to the road life, and horse carts adding 15. Not sure about cars (or even planes) since they aren’t worth building

This would inspire more exploration for people who weren’t initially planning on exploring (essentially the same effect as the current manually-built roads, without the movement speed buff), and possibly lead to more close-village interactions without dedicated people carrying out resource management.


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#2 2019-12-18 08:41:05

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: Quick idea: Trampled roads/ground

firstly, this is just an inefficient novelty bandwidth/code wise. though it sure in general is a cute lovely idea.

secondly, roads in ohol have always been ridiculously overpowered. no need to make them stronger (or to get a semi road just by walking anywhere).
No need to tell ignorant people to explore, as they will just ignore it either way, and they will just end up trampling in tight circles, making cities even laggier.

instead of farming berries (or anything) just build long roads.
instead of building round cities, just build long settlements only alongside long roads.
long roads quickly get flooded with items near them. usually more cloth and stone than you can wear or make towers with.
ie buzild a 5k long road network in the 3 weeks when the rift was "on vacation" and was testing the "the road provides" thesis, and its great, even in a total warsword chaos full of murder(ed towns) all over the place.

sure, this makes raiding and sheepkilling easier if many small huts are only placed alongside roads, by thinning out a decentralized population (when swords where just silly and sardistic) , but it is still worth the risk of having a long string of campfires raided/sabotaged.

Last edited by ollj (2019-12-18 08:43:19)

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#3 2019-12-18 08:49:26

Lava
Member
Registered: 2019-07-20
Posts: 339

Re: Quick idea: Trampled roads/ground

Olji, you haven't been playing for months so you have no idea how the current meta is or how it operates. Your opinion is purely based of a old rift meta.

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#4 2019-12-18 14:13:44

schmloo
Member
Registered: 2019-06-15
Posts: 200

Re: Quick idea: Trampled roads/ground

ollj wrote:

...

This is more a thing for early camps between 2nd gen, when there are no large towns on the server, and whenever they start to hit tech that requires latex and sulpur. You can always just head east until you hit a dry spring, but not everyone knows that and there’s no significant way for them to know this just by using common sense.

Don’t worry, long highways would still be very useful, and wouldn’t disrupt your only way of playing. smile


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#5 2019-12-18 14:17:27

voy178
Member
Registered: 2018-08-18
Posts: 290

Re: Quick idea: Trampled roads/ground

Wouldn't mind "Paving" a settlement with rudimentary roads instead of laying high-speed roads in the middle of a town. Using a shovel on a staked ground (with minimal wear on the shovel) could then create a natural-looking packed earth situation that both works as a path and border around farms. Would look much better than board floors and pine floors which look too jarring.

Could also be used to make paths to other villages ofc and later be upgraded to roads for time-saving.

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#6 2019-12-18 15:50:08

Legs
Member
Registered: 2019-07-12
Posts: 376

Re: Quick idea: Trampled roads/ground

I had a similar idea, naturally generating dirt pathways according to heatmaps or something like that. If an area is heavily traveled, it becomes worn to dirt. Most tiles in and very near town would become dirt. No auto-running or movement speed bonus so it's not overpowered. They just provide a commonly traveled path.

It would make exploration easier if people in town had pathways to follow towards interest points, or nearby travelers had that extra bit of evidence that people inhabit this area. Often you find corpses or discarded items with no real way to know whether there's a settlement nearby or if it was just left a thousand tiles out in the wilderness.


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#7 2019-12-18 17:56:51

Gogo
Banned
Registered: 2019-10-11
Posts: 589

Re: Quick idea: Trampled roads/ground

Yeah, I had similar idea.

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