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a multiplayer game of parenting and civilization building

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#1 2019-10-01 03:57:49

pein
Member
Registered: 2018-03-31
Posts: 4,337

Forts idea

So, I was making fortresses, and generally made 12×12 or 12×14 in size, was taking quite a while
They worked out great, generally, two times I found them to become the most advanced town of the arc, the middle North town in 8 day arcs, I made a fortress of 20×20,  two iron engines hidden north side, 2 oil wells on middle, the fenced town I left was extended, became huge, lot of population, was extended, had the endgame played there, the only town which wasn't fully killed several times.

The next arc I spent 3 lives to make a similar setup, and the same thing happened, rather than scavenging the resources, people stayed there and extended it, made the first engine and got oil first on the rift.

The only downside is that clearing the place takes 2 shovels, and around 2 hoes to make the initial setup.
Ever since we got bootstrapping cause starting near ponds is better, but advancing near springs is better, I think making a fully designed town alone or with some males/old ladies works out better, you can put boards under everything then place forges, ovens and invite people inside.

I found that a bit bigger space would be needed, cause I haven't accounted for baby zone, which is generally central location, and very busy, as mothers love standing around there, also when the population is big, the forge gets filled with rubbish eventually. So, next time I might make it wider.
Around 18-20 in height is enough with spring in middle, 1. Pen 2. Berry farm 3. Oven 4  Baby zone 5 wheat and carrot 6 forges 7 maybe cemeteries. Outside a gate. If I make wider, then makes sense to make it reach the next spring which is 46 distance from the wall of the pen.

So this gives me the idea of having such places by default.
It was implemented in one game, and I think it was a fun mechanic. (the west).
Basically each sector of map had one big one medium and one small fort, ready-made walls (wasn't this tile based like ohol, but had inside view which had another map).
First you built it up then you had to upgrade each wall and corner, invite alliances, then you could challenge others to war spending some treasury gold.

The same thing could work for OHOL. First the forts would appear somewhere on map. I think either near strategic resources like iron and oil, or near highest average population. Still, in untouched places.
The walls would be automatically made once you spend some resources to upgrade.
Inside would be clear, maybe some predefined buildings,
The big fort would be 42×42, with 4 springs inside it. The medium would be 42×21 with 2 springs inside.
The small one could be 21×21 in size which is still decent as a small family base.

These forts would have gates on sides and would prevent others coming in. The only way to take them over would be to declare attack on them. This would work like a bell tower, it would show it across the map.
The families could place inside the defenders, and the battle would have a start and an end. Let's say 10 min waiting time and 30 min length.
The attackers need to get inside the centre and take the control of the middle tile where the flag is (maybe take the flag outside the fort. The attackers need to stop them or delay them until the war times out. If they lose, they lose control of the fort.

This could be a fun mechanic for the wars, even some muskets or long range bows could be added which can only be used for these fights. And people could  shoot each other. The only way to leave the battle would be losing or winning, no retreat. Everyone who would be 8 years or older , inside the zone of the fort, would qualify, if you aren't there before the timer, or too young, you couldn't enter afterwards.
Maybe an HP bar would make sense for group fights like this, and shooting each other with limited ammo, randomized shot accuracy. Maybe people could survive but get injured (can't use weapons after fights).

This could also make trade viable, at least with AI to gain gold, use it to upgrade forts or challenge them. Some sort of chance based mêlée fight and maybe ladders to go up walls.
These fort fights could be used as gaining points for families/ alliances, then reaching certain numbers of points could end the arc. This would be more of a skill and building based end condition than killing people randomly anywhere. Also could last longer if people team up against the strongest family.
Maybe, on last few hours you could only join your previous families or choose from screen before a life and stick with the choice until the end of arc.

Probably won't happen but it would be more fun than now.


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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#2 2019-10-01 20:25:51

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Re: Forts idea

Instead of hardcoding structures, the game could reuse random parts of player-made structures from previous arcs.

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#3 2019-10-02 03:54:28

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Forts idea

i mean that would be fun, even like saving the arc buildings for later and transfer apoc players to other rift map, but you could escape to previous locations.
The only hard coded part should be the walls and towers (maybe a pen and some building frames, then you wouldn't need walls inside), or it could be a separate layer, which would be just a box until a war is happening.


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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#4 2019-10-02 22:22:40

OminousBladeBlank
Member
Registered: 2018-07-11
Posts: 226

Re: Forts idea

I love this idea but there is absolutely no way Jason will implement it. There's too much magic. I like the idea though.


What is an ominous blade blank?

It's that blade blank next to the file and short staff you see in a naked toddler's basket.

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#5 2019-10-03 03:46:59

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Forts idea

Not that much magic, the world just happens to have ruins of forts which can be repaired
Generally from France, Germany, Hungary and most European countries  had smaller units of lands, county or how it says, they still are similar today, each protected with a fort/castle, against the Turks mostly, was an effective defence.

Its basically just a map change, then the mini game for fort fights. Instead of spawning forts near resources, resources could be spawn near forts, and that would balance out the map, as the limited spots would be a bit further from each other so realistically each of them would be occupied before the fights start. Also, would give a sink for resources and possibly the newly implemented gold.


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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