with regards to rot/destruct/repair of buildings/vehicles
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- viktor
- Posts: 938
- Joined: Sat Apr 03, 2004 8:36 pm
- Location: winnipeg, manitoba, canada
with regards to rot/destruct/repair of buildings/vehicles
i think the idea to be able to destroy a building or vehicle is great, it of course should be quicker than building the thing but not something rediculous like 5 days to tear down a hall, maybe 30 days with sledgehammer (just an example) and there should probably be something retrievable from the rubble at least some small percentage of the wood/stone or w/e it was made out of.
as for rot i am most adamantly against any real noticeable natural rot especially/particularily of buildings and let me give you my reasons
1. any building that rots if that is decided to be implimented should do so so slowly that the place could last at least an average lifetime(for wood) and longer for stone
2. the great pyramids of egypt, how old are they? and as far as i know, not only were there no maintenance crews for the past few thousand years but those things including the sphynx have been shot at and weathered under extreemly harsh conditions like sandstorms furthermore there are a lot of very old castles throughout europe that are still in pretty good shape with minimal or no maintenance. ancient aztec and mayan cities with temples in pretty good shape in south and central america, and i do not know how old the great wall of china is but i also doubt there have been many maintenance crews for that either since it was built.
3. how complicated would it be to do all this anyways, what if someone only maintains an extension but not the main building and the main building deteriorates to nothing? what happens? do all the attached rooms/wings break off as seperate buildings or does the entire 50 room building just completely collapse? at least with only manual destruction it would be easier to deal with....(*you see a idiot in his thirties destroying your palace with a sledgehammer*, *you and 3 palace guards execute idiot*) then get on the repair quick.
as for rot i am most adamantly against any real noticeable natural rot especially/particularily of buildings and let me give you my reasons
1. any building that rots if that is decided to be implimented should do so so slowly that the place could last at least an average lifetime(for wood) and longer for stone
2. the great pyramids of egypt, how old are they? and as far as i know, not only were there no maintenance crews for the past few thousand years but those things including the sphynx have been shot at and weathered under extreemly harsh conditions like sandstorms furthermore there are a lot of very old castles throughout europe that are still in pretty good shape with minimal or no maintenance. ancient aztec and mayan cities with temples in pretty good shape in south and central america, and i do not know how old the great wall of china is but i also doubt there have been many maintenance crews for that either since it was built.
3. how complicated would it be to do all this anyways, what if someone only maintains an extension but not the main building and the main building deteriorates to nothing? what happens? do all the attached rooms/wings break off as seperate buildings or does the entire 50 room building just completely collapse? at least with only manual destruction it would be easier to deal with....(*you see a idiot in his thirties destroying your palace with a sledgehammer*, *you and 3 palace guards execute idiot*) then get on the repair quick.
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Phalynx
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So will destroying a building negate the foolish need for a crowbar to open up all the locked buildings filled with corpses in the town where one of my characters lives. Will people inside be OK, will resources be lost?
R.I.P:
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
- N-Aldwitch
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You know what would be AWESOME? Just for looks AND RP and will work?
Rubble!
So after you destroy a building, all is left is rubble- you can enter the building, take resources out, up to 20 people can fit, and all the rooms are intact or perhaps damaged down to half as a result of the destruction of the main building.
So you see:
1) rubble (destroyed building)
After destroying:
1) Cookie's Lovely House (a brand new building)
Rubble!
So after you destroy a building, all is left is rubble- you can enter the building, take resources out, up to 20 people can fit, and all the rooms are intact or perhaps damaged down to half as a result of the destruction of the main building.
So you see:
1) rubble (destroyed building)
After destroying:
1) Cookie's Lovely House (a brand new building)
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
- SekoETC
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I remember a suggestion about working against projects. I think it would work great here. Someone starts to take a building apart, people can choose to stop the person and then put the stones or logs back on the wall. Breaking things is easier than rebuilding, but if people would work together then it wouldn't take so long.
You would only get the materials after the demolition project has been finished. And there would be loss due to breaking. I don't think things like mud from a mudhut should be retrievable because it's useless while hardened, but for stone and wood you would get back the majority of it (provided that you haven't shattered too much of it with your sledgehammer).
I think sub-rooms should come off as separate buildings when the main room is destroyed, but it would be cool if you could also build around buildings and connect them to each other. Then again, you wouldn't want to notice that while you were working off a 30-day smelting project, someone built a ten foot wall around your house and you can't get off.
You would only get the materials after the demolition project has been finished. And there would be loss due to breaking. I don't think things like mud from a mudhut should be retrievable because it's useless while hardened, but for stone and wood you would get back the majority of it (provided that you haven't shattered too much of it with your sledgehammer).
I think sub-rooms should come off as separate buildings when the main room is destroyed, but it would be cool if you could also build around buildings and connect them to each other. Then again, you wouldn't want to notice that while you were working off a 30-day smelting project, someone built a ten foot wall around your house and you can't get off.
Not-so-sad panda
- Jos Elkink
- Founder Emeritus
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About the implementation of destroying buildings:
- subrooms will become parents themselves (or subrooms of the main room if the room destroyed was a room itself);
- all goods and people inside the room/building will vanish/die;
- if it concerns a boat, cabins will disappear as well (the boat sinks).
I know this is rather drastic, but if the objects or people just end up outside, it will be ten times more complicated to program, at least, and I'm also not sure it's as much fun. Attacking buildings should become a serious war strategy in the future.
So, don't walk into crumbling buildings
...
- subrooms will become parents themselves (or subrooms of the main room if the room destroyed was a room itself);
- all goods and people inside the room/building will vanish/die;
- if it concerns a boat, cabins will disappear as well (the boat sinks).
I know this is rather drastic, but if the objects or people just end up outside, it will be ten times more complicated to program, at least, and I'm also not sure it's as much fun. Attacking buildings should become a serious war strategy in the future.
So, don't walk into crumbling buildings
- Surly
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- Marian
- Posts: 3190
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Jos Elkink wrote:About the implementation of destroying buildings:
- subrooms will become parents themselves (or subrooms of the main room if the room destroyed was a room itself);
- all goods and people inside the room/building will vanish/die;
- if it concerns a boat, cabins will disappear as well (the boat sinks).
I know this is rather drastic, but if the objects or people just end up outside, it will be ten times more complicated to program, at least, and I'm also not sure it's as much fun. Attacking buildings should become a serious war strategy in the future.
So, don't walk into crumbling buildings...
That sounds awesome...war is going to become a lot more interesting in the future.
My question is, is it possible to repair (or damage) a building from inside? It shoudl be that way for ships at least, there should be some way to fix it while you're at sea, since its not like a building you can just step out of anytime you want.
- Jos Elkink
- Founder Emeritus
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- Marian
- Posts: 3190
- Joined: Thu Dec 15, 2005 12:16 am
Okay, that's cool. At least that way you're not completely helpless if you're locked inside and someone's trying to destroy the place.
...pretty wasteful way to kill someone actually, but you know someone's going to wind up tryign it just for the novelty.
But I assume buildings can be destroyed from outside? Otherwise people on demolition crews will have the suckiest jobs ever.
...pretty wasteful way to kill someone actually, but you know someone's going to wind up tryign it just for the novelty.
But I assume buildings can be destroyed from outside? Otherwise people on demolition crews will have the suckiest jobs ever.
- Jos Elkink
- Founder Emeritus
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Yes, destruction would have to be from outside
To be sure: although repairing buildings is fully implemented, and I'm on my way implementing what happens when a building gets destroyed, nothing has been done towards any activity that can destruct buildings. A discussion was ongoing in the RD for a while, but has not lead to conclusive results yet. The basic idea would be long distance shooters, I think, so you can shoot at ships from the coast and vice versa. But how or what exactly is not clear yet. So something like catapults or cannons.
And of course some more civilized demolition project should become possible.
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Capt. Mobious
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- Chris Johnson
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- Agar
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Jos Elkink wrote:subrooms will become parents themselves (or subrooms of the main room if the room destroyed was a room itself);
Can someone give several examples of what this means? I just flat do not understand it. I in general don't like this idea, but I am reserving judgement untill I have a fuller understanding of what it means.
And another point of clarification ... Will locations "rot", or is this exclusively to open up new war strategies? I am perfectly open to deliberate destruction of buildings (implement some torches why don'tcha?) and would welcome and endorse that fully, but will boats and buildings gradually fall apart on thier own?
Reality was never my strong point.
- Chris Johnson
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What Jos means is illustrated as below
Assume you have an internal layout like this :
Destroy main building and Room 1 and Room 3 become seperate buildings (Room 2 still an internal room to Room 1)
Or
Destroy Room 1 and you end up with
Assume you have an internal layout like this :
Code: Select all
|---Room 1---Room 2
|
Main building -----|---Room 3
Destroy main building and Room 1 and Room 3 become seperate buildings (Room 2 still an internal room to Room 1)
Or
Destroy Room 1 and you end up with
Code: Select all
|---Room 2
|
Main building -----|---Room 3
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Talapus
- Posts: 1452
- Joined: Thu Jun 02, 2005 9:05 pm
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The Surly Cantrian wrote:*sees an easy way for mass genocide*
Yeah. Bring the building to an almost destroyed state (a few hours left), drag some people inside and quickly finish it. I personally think that to destroy a building, the door should need to be unlocked (as it would involve destroying interior supports and such), and people inside should take significant damage (50% or so) but not killed outright.
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