a multiplayer game of parenting and civilization building
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So with the new springs and eve spawns we got a grid where the springs are centers of camps
it only makes sense to farm near longer lasting water
Jason already made an item survey around players
if he can make it automatic, it could track the actual parcels of map and summarize what is inside
give points for each item
for example:
-bones: -1
-graves neutral 0 (make it cheaper to bury people)
-1st kiln kiln 5 points 2nd kiln 5 points after that 3 points
-1st oven 5 points, second kiln 3 points, after that 1 point (so we don't spam structures for points)
-Food in last 30 min/person measured in pip number 0.1 point per 100 (maybe food should decay if not eaten in X min, it would turn to old pie for example then 10 min turn into rotten food, rotten food could be put together for compost, processed food, not berries or raw food)
im not sure about this, but the score could control what is the level of the settlement:
camp (needs to have kiln and oven)
vilage (needs sheep and all tools unlocked)
city (buildings? hard to detect by the game right now what is a building)
megalopolis (bell tower and other requirements)
some sort of blocking and unlocking, like you need to have an upgraded well before you can make another well nearby
you cant go more than 1 territory further and build on it if you don't have the points
for example, 39x39 around a spring, 1 tile border
the border is shared
to claim a territory, you would need to reach a score with your family
then you could instantly make a border wall for a lower cost (not 40 per side, that's never gonna happen)
some sort of palisade walls, and a center gate each side
this borders would be shared, also the tiles would be empty, so it could be converted to palisade wall later
this would prevent entrance of the foreign people also people could go out of city
palisade wall would be destroyable but would have some durability
not sure what would be best method to build them, something that takes a bit of time and effort, but not many resources
could be upgraded 1 by 1 then wouldn't require score
or maybe upgraded with points
some sort of war declaration
peace and tribute pay (the weaker family needs to pay taxes to stronger one so they are left in peace)
each declaration would be 30 min, after that you need to remake
the normal one would be neutral
some sort of siege system would be nice
because some biomes are not good and don't have springs would need some conversion:
instead of springs, ice would have tarry spot on middle, maybe oil would be finite
desert could have rock mines, which gives flat rocks, stones at random
jungle could give clay for example
some sort of claiming, like each territory would have a flag, you need to protect the flag
when you take other flag from cities, you need to ring home and attach to a pole made for this purpose
if you can take off your own flag from a pole it would teleport back to your city
having your own and other flag would give extra points and a claim for a territory which you can use to ask for atribute from the other family
taunt system: males could protect one female if agreed upon
females can not be attacked until their protector is alive
it would show a shield on them and an arrow to the protector
the protector needs to be in same territory as the female, the link would break temporarily if he is outside of range
so attackers should kill the males first
this would give a more fair chance to wars
not sure but bow and knife should be banned between families
sword and crossbow should be used only
some sort of forcing out, if a territory is surrounded all sides, the walls would decay slowly and break if the defenders don't go out and fight
cities would be a bit generic squares so im not sure about that
maybe palisade walls could be moved on outside walls so we would get more shapes
either that or each biome would have a minimum size (like 20x20 to 60x60) and a center, like the springs are now, and a border in between (empty mashup of colors)
would look more natural and give some rng
also strategy options like attack outpost and small defensible territories to fall back to
as of now desert ice and jungle is quite bad so this random borders can be very bad
having small and big biomes would allow safer or overextended play
you could gather everywhere where is no wall, but you couldn't take processed items outside of your wall if the family alive
stealing needs to be prevented somehow, and usign your own resources against you
people wont build property fences every single game around town and easily abusable and has a lot of weakness inside if they do so
some sort of resigning citizenship but you couldn't take items ouside, just your clothes maybe, and what is in your hand
but once you leave your family you cannot go back to their territory if they got a palisade wall
maybe with hex based map and hex shape walls would be better
either that or octagons with small squares in diagonals acting as forts and the size would be smaller for squares and each fort would protect the outskirts attached to it, 4 forts would make a wall around the octagon shape biome
but this would take more time and new map systems
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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Hmm, it feels a little complex to me.
I'd rather see an emphasis on cheap personal homes and easier inheriting of a family home first.
I wrote about this here, but the gist is that I'd like there to be something static that is worth protecting, rather than forcing walls and asking players to protect nothing that is inherently valuable within the walls.
If there were a strong incentive to family homes/huts, I think this might make the game a little bit more colorful.
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This sounds like an entirely different game. OHOL is not a war strategy game about claiming territory, I definately wouldn't play it if it was.
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well jason tries to force us to use fences and have jobs
but all the rp guards and rp doctors are useless until they are needed, and when they are needed they still noobs who cant act fast or make bad decisions
like guards who kill others cause why not and doctors who save griefers cause ree killing is bad
i stab you case you stab someone, you are a killer so i want to be a killer too
it just slows you down to make walls and stuff, you can make swords and kill everyone if you rush tech
so deffences right now are close to zero and we stil ldont have property and this fences only allow theft and hoarding
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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