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|Azure_Zero 02.27.2018 07:33|
I was looking over a the Holdings, Outposts, and Hex resources again and thought there should be more options for setting up your claimed hexes.
For Example We have only a 3 outposts that produce mixed resources, I think it would be nice to have at least two more Mixed outposts
The Jeweler Outpost (50% Stone(Stone), 50% Ore(ore))
The Woodsman Outpost (50% Wood(Wood), 50% Trade Goods (Wood)).
A two New Holdings that'll help deal with the new Bulk Requirements and give some finished Product support to settlements.
The Jeweler Holding (Resource: Ore, Stone, Trade) (Skill: End Product: Jeweler (No T3 products))
The Engineer Holding (Resource: Wood, Trade, Stone) (Skill: End Product: Engineer (No T3 products))
I know that it'll be work, but reusing models and some tweaked scripts they could easily be put in.
|Bob 03.01.2018 15:52|
I've been thinking about adding at least a couple more holdings sometime after EE 15, particularly the Manor and Hermitage since we have nearly-done art for those. The only thing tricky in the descriptions above would be any kind of T3 restriction, since that would require some new code work. There's also a potential design issue since holdings have been restricted to refining projects up until now, so we'd have to think it through to make sure crafting projects were really appropriate. The more we can re-use art, the more it's possible for us to quickly create additional outposts and holdings, as long as their core functionality is similar to existing outposts and holdings. In other words, it's pretty easy to have a new outpost produce a different mix of bulk goods, or use a different mix for holding upkeep, or provide a different trainer, or offer a different crafting/refining facility. Not trivial, but reasonable in terms of bang for the buck. Just a question of where it fits in priority-wise.
|Azure_Zero 03.01.2018 16:53|
I know the T3 restriction part would be extra code, though In the beginning I don't mind if the holding allows T3 crafting, it'll just be that folks would need to remind themselves about the risk in crafting something in a holding for over a week or a month in that they might lose it if the holding gets destroyed or captured (this case would need some thinking about).
I've looked over all the holdings, outposts and Hex combos and The two new Outposts would help as would the two new holdings.
As the two new outposts will help with certain existing holdings and hexes.
The two new holdings fix an issue with a number of holding, outpost, and hex combos; the crap ton of trade goods that can get made and the pain it is to get food, since most bulk resource orders where food and trade are together of put FOOD before TRADE GOODS, and we have two FoodnTrade outposts, and one gives better trade which compounds the problem.
This is where the new Holdings come in that they Take Trade Goods as a resource allowing the company to collect some food from the outposts.
|Edam 03.01.2018 20:43|
If you were going to add crafting to holdings then ammo making (bowyer, artificer, iconographer) would be more logical. It is something you are more likely to need to do "out in the wild" from both a gameplay and roleplay point of view. Ammo crafting could actually be added to existing holdings with no crafts. Bowyer to Watchtowers, iconographer to Barracks and artificer to Libraries for example.
The other issue would be balance with regard to existing settlements. Introducing a batch of new craft holdings that "fill the gaps" for one group but do not help some other group at all is likely to stir up a few rumblings.
|Azure_Zero 03.02.2018 07:58|
That is a Good idea, I forgot about ammo, but though I've see it more as; Bowyer added to both Watchtowers and Barracks, iconographer added to Shrines, and artificer to Libraries. The problem is it opens weapon and ammo production which should be done already in-settlement, out of settlement, which has it's own problems.
Now adding crafting to existing holdings would have their Bulk resource costs raised even higher to balance them with the rest and with Watchtowers and Barracks already having some problematic requirements and being the ONLY holdings with Great security DI, it would be terrible for settlements.
The New crafting holdings should fill in gaps for buildings that do not make weapons or Armour, since each settlement should already have those in house.
Now I mentioned above that ammo should be made in settlement with one main reason being to keep a lower force projection when wars or escalation raids break out.
So the Only product crafting that should be made as holdings should be:
Alchemist, Engineer, and Jeweler.
since the rest produce either a weapon or armour which should already be again be in settlement to begin with.
Though IF weapon and Armour producing holdings were made they should remain separate holdings and Not integrated into an existing holding.
So Iconographer would be at a Temple Holding, not a shrine holding, and Bowyer would be at the Bowyer Holding, not the Watchtower and or Barracks.
The Holdings I put in the OP are examples that are made, with the Crafted Goods reflecting the Bulk resource requirements (generally the first two resources, third not so much);
Example, The Jeweler Holding Uses Ore(The Smelted Goods) and Stone (The Gem cutter Goods)
The Engineer Holding was a bit harder to decide on what should go first (Wood or Ore) and decide the next resource since it is more useful and should be more self-sufficent and not problematic to place.
Now since it Makes a Lot of Wooden buildings, and Given the about half the Hexes are Wood, Wood was put first then trade since trade is generated by a lot of holdings outpost combos and trade can represent most of the other refined items used in products made with engineer crafting.
Now If weapon and or armour holdings were to be made I'd imagine the bulk resource requirements would be like this;
Armour: (Ore, Trade, Food) (Good in Mountains, Highlands and can pass in Croplands)
Weapon: (Ore, Food, Stone) (Good in Highlands, Mountains, and Croplands)
Leather: (Trade, Food, Wood) (Good or Passes in all Hexes)
Bowyer: (Wood, Trade, Ore) (Good In Forest)
Tailor: (Trade, Food, Stone) (Good or Passes in all Hexes)
Iconographer: (Trade, Ore, Food) (Good in Croplands, Passes in Highlands and Mountains)
Artificer: (Wood, Food, Stone) (Good in Forest)
Alchemist(Trade,Food,Stone) (Good or Passes in all Hexes)
Engineer(Wood, Trade,Stone) (Good in Forest)
Jeweler(Ore,Stone,Trade) (Good in Mountains, and Highlands)
Since I believe they best represent the refined goods that are used in making the end products while spreading as much support for different hex types
|Bob 03.02.2018 10:14|
Interestingly, refining/crafting projects will still finish up even if the building handling them is destroyed, and the results will still be deposited in the appropriate vault. As long as you have Withdrawal privileges, or re-establish them later, you can retrieve the results.
|Azure_Zero 03.02.2018 12:38|
well, that sounds bad…
It would be nice if the finished good, if the holdings was captured during the crafting process, was instead dumped as a reward into the Holding's Holding vault instead for the victors.
|Smitty 03.02.2018 14:00|
Still feel the contents of everything in the holding should be gained by who ever took the hex over -
Doesn’t make any sense to have some one take over a bank vault in the wilderness – that has 10k bulk in it -
They take it over- and the vault is empty..
But as long as the previous owner has withdrawal privilege - they can walk up to it and take everything out of it..
all vaults- personal - company and company secure - should be spoils of war when a holding is over run -
A player shouldn’t have any expectations of keeping items in a person vault in the wilderness without any risk of losing it ..
Just my opinion.
|Flari-Merchant 03.02.2018 15:39|
Previous owners can't access secure vaults unless A: their co has access to the new holdings vaults(i.e. not blacklisted), or B: Retakes and rebuilds a company holding that they can access.
plz correct if I'm mistaken, Bob.
–but yeah, the lack of warfare "lootz" is not helping PVP grow and mature in this game–
|Smitty 03.02.2018 16:18|
yep that is right.. saying it doesn't make sense. bank in middle of wilderness.. is taken over… all the stuff stays with the company/character..
what should happen is everything in that location is now under the control of the new owners.