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Introduction : I have been quiet on the forumns playing the game "very diligently" on the new test development map. I personally love it. What irks me though is the really long distances one has to travel once one has discovered the major resource points. So i developed my previously stated idea into a full fledged module .

Basis : Half way through the game im sure that most players have more than one base camp on the map. This is because

a) resources are spread around

b) not all resources can be grown at base camp ; out of inability (rocks) or choice (spider farms).

This means a lot of game time is wasted just in transporting resources between base camps especially now since the hound updates. I am sure the game designers did not want players doing this for a major portion of the time

( this problem is aggravated in the new map generation system)

Suggested module : Turtle transportation system

Step 1) Release of a new creature >> turtles

Turtles drop morsels like rabbits , live inside twig bushes like gobblers . The special drop is a turtle shell.

Step 2) Resource collector turtle

X turtle shells + X *V resource + Y gold = V harvesting turtle home

where V = ( grass / twig / seeds / meat )

X and Y are suitable numbers

The V harvesting turtle home consists of a home + turtle ( as in the pig man case). The turtle home can be opened like a chest and all resources harvested are stored in this.

The harvesting turtle AI sets the turtle in a spiral search pattern from the central home for the V resource it was constructed for. The radius of the search spiral can be made finite .

On reaching the resource / edge of the radius / r seconds of being stuck at water edge the turtle traces a linear path back to the home base.

In case it has harvested the resource, the turtle home will have +1 of the given resource.

Step 3 ) Greedy mega turtle : Which is made as a higher research but similar recipe.

This turtle searches out other turtle homes and consumes resources from these homes and stores them in its own home. The search pattern algorithm could be the same as before.

What does this achieve ?

a) Creates a next tech layer of progression by which the player moves away from spending time collection resources to more addons that the game designers may add/

b) A mini game by which the player has to setup an effecient transporation system rather than just a teleportation system as suggested by some.

c) Fits in with the game theme.

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...What irks me though is the really long distances one has to travel once one has discovered the major resource points.

I want to begin by saying I haven't played the test map yet, so maybe there's something I'm just not "getting". I have however played using a few normal maps (circular islands). Now while no one can say for sure how large the final map will be, as this is just a test map, personally I have no issue with long distances. I play Minecraft and technically I could journey for several hours in any direction in search of resources. It's a personal choice that I don't because I want to stay within reach of my "home" (i.e. giant fortress tower). In Don't Starve I create alternative camp sites for whenever I need to travel to the "quarry" (i.e. boulders) or the swamp (i.e. reeds). It doesn't bother me... but that's just my opinion.

Basis : Half way through the game im sure that most players have more than one base camp on the map. This is because

a) resources are spread around

b) not all resources can be grown at base camp ; out of inability (rocks) or choice (spider farms).

Exactly.

This means a lot of game time is wasted just in transporting resources between base camps especially now since the hound updates.

I'm not sure I understand you. Why is it a waste of time? You don't need to transport resources between camps. If you need reeds to create a pan flute you travel to the swamp, harvest reeds, and build it. If you are stacking all your reeds in a distant camp... isn't that a problem you've created for yourself?

My solution would be to create a camp close to the swamp, harvest all its resources, put them in a chest near the swamp. If I need those resources I could just travel to said chest and get them.

As for the hounds... yes they're a problem, but they're a problem no matter where you are. Just carry meat, honey, a spear, and log suit wherever you go and you'll be fine.

(this problem is aggravated in the new map generation system)

Okay, here is where I may not be understanding the issue. Please explain.

Step 1) Release of a new creature >> turtles

Turtles drop morsels like rabbits , live inside twig bushes like gobblers . The special drop is a turtle shell.

Cool, I like turtles. I wouldn't mind if the game included them... or snapping turtles (maybe we could pull one up while fishing and it would attack us... and I'm off-topic). For the "twig bushes", is that a reference to the swamp? Personally I would like to see turtles spawn from ponds, like frogs, just maybe not as often. Or maybe you need to catch them by fishing in the pond (maybe not so off-topic as I thought...)?

Step 2) Resource collector turtle

X turtle shells + X *V resource + Y gold = V harvesting turtle home

where V = ( grass / twig / seeds / meat )

X and Y are suitable numbers

Okay, so your formula has 3 variables, "turtle shells", "V resource", and "gold ore". You've then gone on to say that the "V resource" is in fact 4 other resources, namely: grass, sticks, seeds, and meat. My first question would be, what is the "V resource"? Is it like a Straw Hat? In that you need to craft it first before using it in another crafting formula? Where does the gold ore fit in? I've noticed something players just throw in some gold to make their crafting formulas "harder" without giving a reason. Lastly, why would the turtle home be made of turtle shells? That seems a degree of odd. Like if we made our homes from human bones. :p

Why not just use cut stone, wooden boards, and a (live) turtle?

The V harvesting turtle home consists of a home + turtle ( as in the pig man case). The turtle home can be opened like a chest and all resources harvested are stored in this.

Okay, however we don't need a live pig man to create a pig house... just pig skins. Which is odd too, but works insomuch as it prevents players from crafting them right off the bat before they meet the pig men. In fact, I believe we shouldn't even know how you invent/craft a pig house until we've met them... but that's a discussion for another topic.

The harvesting turtle AI sets the turtle in a spiral search pattern from the central home for the V resource it was constructed for. The radius of the search spiral can be made finite .

Oh, so the "V resource" was a random resource? I'm not sure the current crafting GUI can support that as you would literally need 4 different formulas (to be unlocked). Also, how do you control the spiral radius?

On reaching the resource / edge of the radius / r seconds of being stuck at water edge the turtle traces a linear path back to the home base.

As it's a turtle, how fast would it move...? I just see some comedy value here. You come back and find it's barely started searching. :)

In case it has harvested the resource, the turtle home will have +1 of the given resource.

So the turtle only picks-up one resource before returning home?

This turtle searches out other turtle homes and consumes resources from these homes and stores them in its own home. The search pattern algorithm could be the same as before.

So the greedy turtle is the same as other turtles... only it also takes resources from the turtle homes?

a) Creates a next tech layer of progression by which the player moves away from spending time collection resources to more addons that the game designers may add/

So we don't need to go out and collect resources and can just stand in the middle of our camp? Why does this make me think of the Adventure Time episode where they hired the business men to run their adventures for them... as both Finn and Jake sat on the couch eating ice-cream?

b) A mini game by which the player has to setup an effecient transporation system rather than just a teleportation system as suggested by some.

Reminds me of creating a minecart transportation system in Minecraft. Only in that case you actually used it to travel places and do things.

c) Fits in with the game theme.

Sorry... which game?

Um. My personal opinion is this just doesn't suit what I think the Devs want us to do, which is take an active role in surviving. This idea seems to allocate the task to another system (i.e. the turtles) and it gives the player fewer reasons to travel and/or explore the world. As such, I'm against it.

Still, thanks for the suggestion.

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