Problem
Walled player towns present a few key issues and as it stands now, we've been told loosely that SV is hesitant as to whether walls for free placed towns should be a thing. I would actually agree with them here and ultimately, am still on the fence about it . That said I want to present some ways I thought it could still work so hey, here are the key issues I'm addressing:
Solution
So even with a potential solution it still may be justified that we shouldn't get walls around our player towns and that's that. But the feeling of a well established town having some form of defence feels too apart of the games theme to be overlooked.
Palisade walls
Allow players that manage to form a town with buildings positioned close to one another (at least 4+ buildings that overlap with at least 3+ other buildings), the ability to create a palisade wall around the outside of the structures. This is determined through an opt-in approach by all house owners involved in building the town - whether that's through some TC system or guild system; that's for SV to design. By overlapping the buildings sufficiently, they're then able to build a palisade wall around the outskirts of the buildings, so long as there is a path for the wall to be built via the connected properties and the property radius.
Blue = property radius
H = Houses/Structures
Brown = Palisade Wall
the regimented placement is for illustrative purposes only but would still work with a more fluid/free placement of the buildings so long as they're packed closely to one another.
From there, a town can add 1-2 gates that lead into the walled off area.
Gates & cost
So with having a wall comes the ability to close the gates and protect the town where necessary. This creates issues if the gates are always closed so instead, we want gates only to be used as a defensive mechanism. As such, when a gate is closed, it comes with a cost. While you can lock the town down to effectively prevent conflict, your NPCs that provide services are impacted:
To make it more immersive, it could be that the animation takes up to 5 minutes to fully open or close due to the weight - but you can still get in and out through the opening gap in that time.
Additionally
Walled player towns present a few key issues and as it stands now, we've been told loosely that SV is hesitant as to whether walls for free placed towns should be a thing. I would actually agree with them here and ultimately, am still on the fence about it . That said I want to present some ways I thought it could still work so hey, here are the key issues I'm addressing:
- Walls prevent interaction with the area that they are built around
- It removes a lot of potential emergent gameplay by not being able to enter the town when closed
- It can be an eye sore and not feel apart of the world if done incorrectly
Solution
So even with a potential solution it still may be justified that we shouldn't get walls around our player towns and that's that. But the feeling of a well established town having some form of defence feels too apart of the games theme to be overlooked.
Palisade walls
Allow players that manage to form a town with buildings positioned close to one another (at least 4+ buildings that overlap with at least 3+ other buildings), the ability to create a palisade wall around the outside of the structures. This is determined through an opt-in approach by all house owners involved in building the town - whether that's through some TC system or guild system; that's for SV to design. By overlapping the buildings sufficiently, they're then able to build a palisade wall around the outskirts of the buildings, so long as there is a path for the wall to be built via the connected properties and the property radius.
Blue = property radius
H = Houses/Structures
Brown = Palisade Wall
the regimented placement is for illustrative purposes only but would still work with a more fluid/free placement of the buildings so long as they're packed closely to one another.
From there, a town can add 1-2 gates that lead into the walled off area.
Gates & cost
So with having a wall comes the ability to close the gates and protect the town where necessary. This creates issues if the gates are always closed so instead, we want gates only to be used as a defensive mechanism. As such, when a gate is closed, it comes with a cost. While you can lock the town down to effectively prevent conflict, your NPCs that provide services are impacted:
- Services such as NPC bankers, stables, libraries, inns, vendors etc. inside the area are locked down and not accessible while the walls are locked (effectively, you've run the town bell and identified there is a threat to the town's safety - your citizens will then take shelter).
- Only workbenches and player chests/storage in houses are accessible.
- NPC services increase their treasury costs (assuming MO1 similarities) for every 10 minutes that the town is locked down that day.
- You're costing them their bread winning by locking the town down. They're not there for free you know.
To make it more immersive, it could be that the animation takes up to 5 minutes to fully open or close due to the weight - but you can still get in and out through the opening gap in that time.
Additionally
- Palisades should be scalable with ladders that can be crafted and hauled by players - they should however, be very heavy/cumbersome to haul on player/houseback
- Palisades cost a lot of wood and other fastening materials to build, time to erect, and have a significant upkeep cost via resources or treasury gold.
- Stone walls are reserved for keeps only. No stone walls for player towns/hamlets.
- Palisades can not be built on or through, Rocks, Trees, Rivers, Paths, Fixed ruins/structures.
- Palisades can have a walkway around the inside as well as larger tower fixtures either inside attached or detached from the wall itself. These cost a lot more to build and maintain.
- Walls prevent interaction with the area that they are built around
- It removes a lot of potential emergent gameplay by not being able to enter the town when closed
- It can be an eye sore and not feel apart of the world if done incorrectly
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