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DeathDealer89 View Drop Down
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Direct Link To This Post Posted: 03 Nov 2012 at 17:07
Also if pathfinding is seemless IE I don't have a choice.  The game does a bunch of extra calculations in the back.  All I see is a random change in speed for each transaction.  It also means that having special vans IE mtn vans are pointless because you have no idea what terrain they will be going over.  Point being, its a bunch of extra stuff the devs would have to work on and it would make the game more processor intensive and I as the player really wouldn't see much happening.  

The problem is if I buy something the victim.  And I the victim get blockaded.  The neutral player who sold me stuff gets hurt not the player who gets blockaded.    

Lol I remember the problems pretty well.  It was resources and T? pretty much helped me there.  Then the next problem was it took 50 1 month  players to take on 1 5 month player.  

Although with trade 2 and the addition of cotters, now new players should be able to make a bundle of gold pretty quick.  Then they can buy res, adv res ect.  


Edited by DeathDealer89 - 03 Nov 2012 at 17:10
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Hoddmimir View Drop Down
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Direct Link To This Post Posted: 03 Nov 2012 at 16:48
Originally posted by DeathDealer89 DeathDealer89 wrote:

 
While the speed full/empty thing is cool.  90% of the time vans are sent full so I doubt it would actually be used that often so not really worth the effort.  


I think sometimes little details that add to the game are important for realism and such even if they aren't necessarily needed. And as things stand now, caravans are empty when going to harvest resources, when returning from delivering goods, and when returning from a trade.

Originally posted by DeathDealer89 DeathDealer89 wrote:

The terrain thing requires pathfinding.  And to be honest would be more annoying than anything regarding dealing with telling your vans where to go all the time.  Roads go along with this and to be honest the only way I see them being useful is if they are direct between hubs.  Otherwise once again to annoying to go from spot to spot.  Same thing with boats and pretty much all the other van types you mentioned.  

Pathfinding is exactly what I was thinking of and I think can only improve the game. I am thinking you might have missed the part where I say that your vans automatically determine the best path on their own. You won't have to tell them where to go any differently then how you do it now. So I don't think it would make it any more annoying. I think roads is a bit more difficult but if the devs put roads in they could make sure they were in good places only.

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While I think Airships would be awesome.  I'm more  in tune to an entire airship navy.  This would allow a navy but get over the annoying problem of pathfinding.  


I didn't want to touch on military at all here, so I left that alone, but I am open to airship army units. I was thinking for the airship caravans, something like fragile zeppelins. Not something that would hold up in combat, just travel. 

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To late to swap if market or research controls speed.  Either way you will end up dealing with it pretty quick so not much of a problem.  

Again this is a realism, sensibility thing for me. Is it necessary? No. Would it make the game more intuitive and possibly open up some other better research options? Yes, I believe it would.

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For player hubs, that leaves you with infinite hubs which kinda ruins the point.  Although I do like the idea of alliances being able to control hubs.  But i'm sure devs have all kinda stuff planned with factions.  

These hubs don't work the same way as normal hubs. I should have chosen a different name but I'm new so I didn't realize what I was saying just yet. It is more of a Travel hub. Goods pass through it but they don't sit there like normal hubs.]

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I do like the idea that vans pick up the gold on their way back.  But what happens if the vans delivering the goods gets blockaded?  And it would take twice as long to get paid.  To be honest i'm more annoyed with fairying goods all around back in forth to the hubs.  End up doing way more van travel than I used to.  


What happens if the vans carrying the goods get blockaded now? Here is the thing, if the goods don't arrive, that person doesn't get paid. Why would the buying city care what the reason is. I am not paying for something if it doesn't arrive. Like Pizza. 

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I do kinda like the idea of repeat orders, but not sure exactly how it would work.  Each player may not always have the funds, goods or something else.  


Obviously in this scenario the repeat order would be automatically cancelled, and a player can cancel it anytime they like themselves. 

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Lastly I suggest waiting a long time before you start worrying about changes.  This game has a ton of stuff and for the most part its hard to find somewhere where its actually shown.  So instead you have to go figure it out.  Get busy :D


The problem is that the game has a heavy learning curve in the beginning. All of those players who have stuck through and figured it out might love the game, but they don't remember the problems they had at the very beginning most likely either. Every perspective is valuable. How new players see the game is important too, maybe even more so than veteran players if the game is going to survive. 

Thank you very very much for your comments. I appreciate the feedback very much.
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Direct Link To This Post Posted: 03 Nov 2012 at 09:32
Originally posted by Hoddmimir Hoddmimir wrote:

I think when a caravan is full it travels at 100% it's speed... Basically for every 10% of free space on the caravan it travels 5% faster.
If you could have the option to add more caravans this would be nice... If implemented in a non-finicky way.

Originally posted by Hoddmimir Hoddmimir wrote:

If caravans instead traveled along a path of blocks to get to their destination, one block at a time, then terrain could be factored in.
If it happens, it'll happen when(if?) pathfinding gets introduced. Soon(TM).

Originally posted by Hoddmimir Hoddmimir wrote:

Another small map change that might be interesting to consider, is a way to build roads.
With pathfinding definitely! It'd be nice to also have graphics to show sovs having little towns or villages growing around them.

Originally posted by Hoddmimir Hoddmimir wrote:

Finally my last travelling caravan suggestion involves water. I think a normal caravan should not be able to cross water.
I think the current reasoning is that the merchants preemptively prepare for the journey, hiring boats e.t.c.
At the very least a research option to be able to travel through large bodies of water would be interesting.

Originally posted by Hoddmimir Hoddmimir wrote:

 Just like an impassable terrain. This would limit the transport of goods across the land and really make where you are, who is close to you, and what kind of terrain is around you, much more important to consider.
All us southern islanders will get lonely Cry

Originally posted by Hoddmimir Hoddmimir wrote:

1. Basic Caravans- These are the most basic caravans. They carry the smallest amount, move the slowest, and also are the cheapest to make.
=
Standard caravans we have now. Seems fine.

Originally posted by Hoddmimir Hoddmimir wrote:

2. Advanced Caravans- These are a better version of the same old caravan. They carry more, move a bit faster, and are also more expensive to make. In addition, they have upgrades that basic caravans don't have. 
a. You could research a small speed increase over specific terrain types. 
b. You could research how to carry more of specific resources. (300 anything or 400 wood)
c. You could research how to make them more cost effective.
It'd be interesting if they had upkeep/used adv. resources. Because there's a lot of things that need more uses!

Originally posted by Hoddmimir Hoddmimir wrote:


3. Boats- These are just like basic caravans with just a couple exceptions. They can ONLY travel over water, are crafted primarily with wood, and move pretty darn fast. Having a caravan type like this requires a couple of small changes to the world as well. Mainly there would need to be the ability to build cities on coastal tiles. These cities would be the only ones that could send boats out and bring boats in.
Yeah... Doesn't sound good this one. Sure I'm waiting for boats and navies and what not, but glorified caravans seems like a let down. Also coastal cities would seem very wonky. Say I plonked my city down on a 16 food square. I can suddenly create one of the largest cities possible in Illyriad (but with no resource production of its own).
It'd be better if there was some sort of coastal sov like a shipwright.

Originally posted by Hoddmimir Hoddmimir wrote:


4. Airships- These are the most expensive and hardest to make type of caravan, but have a great pay-off. They can travel over anything at a constant speed. Terrain does not effect them, even Impassable terrain. They can go over land and water. They carry a decently large amount and move fairly fast. (Faster than caravans, slower than boats)

5. Terrain Specific Caravans- These could be crafted with a specialty for a specific set of terrain. For example, Camel Caravans travel better over desert, rocks, etc... They get a +% bonus to speed when traveling over those terrains but a -% penalty when traveling over the wrong terrain. If you reside in an area mostly filled with one kind of terrain then these would be beneficial, otherwise not. 

6. Armored Caravans- These caravans are defended from attack and theft. They are slower than normal caravans and are more costly, but are a safer way to get your goods where you need them to go. These caravans would probably require an expansion to how combat works so that this would be a viable benefit for a caravan.
Sound ideas, I'd support them (diplomatic contingents for caravans?)

Originally posted by Hoddmimir Hoddmimir wrote:

Expanding my marketplace would reasonably imply that I am making it bigger. I would not reasonably research how to make a technology I have made before. I know how to do it. However, making that technology better, including trying to make it faster, would probably require research. I propose that increasing the size of your market lets you have +2 caravans. If you start with the capacity for 5 caravans, then at a level 20 market you have 45 caravans. Additionally when you get your marketplace to Level 20, you can research a caravan garage that gets added onto your marketplace giving you even more caravans, say up to 70 total which I believe is the current limit.
I think that the research options for caravans is your larger marketplace learning how to support more caravans. Bigger =/= more developed. So I'm more than happy with the system as it is now.

Originally posted by Hoddmimir Hoddmimir wrote:

The research tree then gets several research projects that increase the speed of your caravans, possibly caravan type specific. First research increases speed 5%, the next one an additional 10% and then what have you from there. 
Finally research changes could be made that fit the creation of different caravan types as mentioned above.
Speed upgrades, what's not to love?
(And have your commanders force march them to trade victory!)


Originally posted by Hoddmimir Hoddmimir wrote:

Player City Trading Hubs
Illy isn't ready for this power!
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DeathDealer89 View Drop Down
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Direct Link To This Post Posted: 03 Nov 2012 at 05:09
This is going to take a while, most of it has already been said before but if you new thats fine, the forums are kinda messy to delve into.  

While the speed full/empty thing is cool.  90% of the time vans are sent full so I doubt it would actually be used that often so not really worth the effort.  

The terrain thing requires pathfinding.  And to be honest would be more annoying than anything regarding dealing with telling your vans where to go all the time.  Roads go along with this and to be honest the only way I see them being useful is if they are direct between hubs.  Otherwise once again to annoying to go from spot to spot.  Same thing with boats and pretty much all the other van types you mentioned.  

While I think Airships would be awesome.  I'm more  in tune to an entire airship navy.  This would allow a navy but get over the annoying problem of pathfinding.  

To late to swap if market or research controls speed.  Either way you will end up dealing with it pretty quick so not much of a problem.  

For player hubs, that leaves you with infinite hubs which kinda ruins the point.  Although I do like the idea of alliances being able to control hubs.  But i'm sure devs have all kinda stuff planned with factions.  

I do like the idea that vans pick up the gold on their way back.  But what happens if the vans delivering the goods gets blockaded?  And it would take twice as long to get paid.  To be honest i'm more annoyed with fairying goods all around back in forth to the hubs.  End up doing way more van travel than I used to.  

I do kinda like the idea of repeat orders, but not sure exactly how it would work.  Each player may not always have the funds, goods or something else.  

Lastly I suggest waiting a long time before you start worrying about changes.  This game has a ton of stuff and for the most part its hard to find somewhere where its actually shown.  So instead you have to go figure it out.  Get busy :D
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Direct Link To This Post Posted: 03 Nov 2012 at 03:50
Upgrade your storehouses folks, because a caravan is inbound with a ton of suggestion all about... CARAVANS!!!!

*Disclaimer
I have only recently started playing Illyriad, and as a result may not fully understand caravans as they currently exist. However, I have done a decent amount of reading on them and am fairly sure I have a workable enough knowledge of them to make the following suggestions.

Caravan Travel
Caravans serve a very important purpose in this game. They deliver resources between towns, gather resources, are used for buying and selling products etc... But the main point in their favor is that they are realistic. If we look at a lot of other games (Take WoW for example) we can see that resources are traded in a very different way. Soylent Corp puts 10 soylent green on the market for 1,000 gold each. Detective Thorn pays 10,000 gold and the 10 soylent green are magically transported straight to him. Now if Detective Thorn wanted to travel to where the soylent green came from, it would take him a long time. Yet the food is transported to him instantly. 
Caravans are much more realistic. Product has to be transported physically over time to where it is going. I like this. However, I believe there is room for a lot more realism than this. Currently Caravans move at a set speed. x squares an hour. This does not take anything else into consideration. I would like to see that changed.
I think when a caravan is full it travels at 100% it's speed. If it is empty, however, it should travel at 150% it's speed. That alone would be enough for me, but it could be expanded further. If a caravan was 50% full it would get half of the speed boost and travel at 125% it's speed. Basically for every 10% of free space on the caravan it travels 5% faster. This is more realistic I think. If my caravan is empty it should be lighter and easier to travel. If it is full it would be weighed down. 
Another thing I think could be changed to make caravans more realistic involves terrain. Currently when I send a caravan to some point, the caravan travels in a straight line over the terrain to get there at the same set constant speed. I would love to see a change in that as well. This one would no doubt be more complicated, but I think worthwhile to add realism to both caravans and the world as a whole. 
If caravans instead traveled along a path of blocks to get to their destination, one block at a time, then terrain could be factored in. If my caravan can travel at 20 blocks an hour than that is a block every 3 minutes. Every 3 minutes it moves on to the adjacent block in the proper direction. If that block is impassable, the caravan has to go around it. Other terrain would effect movement as well. A mountain might, for instance, take 10% longer to cross. So when my caravan lands on the mountain block the timer for it to move to the next one starts. 3 minutes +10%. So it will take my caravan 3 minutes and 18 seconds to move on to the next block. Different terrains effect caravans differently. Plains might even give a +10% bonus to caravan movement. When a caravan is sent off, it will first plot a course, automatically choosing the pathway that will take the least amount of time, so the player does not have try to do that manually.
Another small map change that might be interesting to consider, is a way to build roads. Or perhaps have them placed about the map. These would be easier than other terrain to move around on perhaps even giving a bonus to movement speed as well.  
Finally my last travelling caravan suggestion involves water. I think a normal caravan should not be able to cross water. Just like an impassable terrain. This would limit the transport of goods across the land and really make where you are, who is close to you, and what kind of terrain is around you, much more important to consider. 

Caravan Types

If anyone has actually managed to read this far down, then they are probably concerned the inability of caravans to cross water that I mentioned above. Fear not! There is a method to my madness and a solution to the problems I present. I think there should be different types of caravans. These could be just a couple of different types or possibly as many as a dozen. I will present my ideas for these below and let the masses decide which ones they like.

1. Basic Caravans- These are the most basic caravans. They carry the smallest amount, move the slowest, and also are the cheapest to make. 

2. Advanced Caravans- These are a better version of the same old caravan. They carry more, move a bit faster, and are also more expensive to make. In addition, they have upgrades that basic caravans don't have. 
a. You could research a small speed increase over specific terrain types. 
b. You could research how to carry more of specific resources. (300 anything or 400 wood)
c. You could research how to make them more cost effective.

3. Boats- These are just like basic caravans with just a couple exceptions. They can ONLY travel over water, are crafted primarily with wood, and move pretty darn fast. Having a caravan type like this requires a couple of small changes to the world as well. Mainly there would need to be the ability to build cities on coastal tiles. These cities would be the only ones that could send boats out and bring boats in. More on boats later in the Player City Trading Hubs portion of my suggestion wall of text. They could also have similar extra research options like shown with Advanced Caravans.

4. Airships- These are the most expensive and hardest to make type of caravan, but have a great pay-off. They can travel over anything at a constant speed. Terrain does not effect them, even Impassable terrain. They can go over land and water. They carry a decently large amount and move fairly fast. (Faster than caravans, slower than boats)

5. Terrain Specific Caravans- These could be crafted with a specialty for a specific set of terrain. For example, Camel Caravans travel better over desert, rocks, etc... They get a +% bonus to speed when traveling over those terrains but a -% penalty when traveling over the wrong terrain. If you reside in an area mostly filled with one kind of terrain then these would be beneficial, otherwise not. 

6. Armored Caravans- These caravans are defended from attack and theft. They are slower than normal caravans and are more costly, but are a safer way to get your goods where you need them to go. These caravans would probably require an expansion to how combat works so that this would be a viable benefit for a caravan. 

EDITED: ADDED
{
7. Small Caravans - These are smaller caravans that go quicker. They can't hold as much as a normal caravan, but they go faster and so are useful for speedy needs. Maybe an emergency care package, maybe for transporting resources back and forth between your towns, etc... Not good if you want to send bulk quantities of resources.

8. Huge Caravans - Exactly the opposite of Small Caravans. They can carry a ton of stuff but they move relatively slow. Slower than normal caravans. Maybe useful for transporting stuff to hubs or making huge transactions that aren't terribly time dependent. 
}

Caravan Research

There are some small issues I have with the way caravan research is done at the moment. The main thing is that you need to research to have more caravans, but caravan speed is increased through the marketplace. I feel these should be switched. If we look at it from a realistic point, if I want more caravans, I just need to have a place to put them and build them. Expanding my marketplace would reasonably imply that I am making it bigger. I would not reasonably research how to make a technology I have made before. I know how to do it. However, making that technology better, including trying to make it faster, would probably require research. I propose that increasing the size of your market lets you have +2 caravans. If you start with the capacity for 5 caravans, then at a level 20 market you have 45 caravans. Additionally when you get your marketplace to Level 20, you can research a caravan garage that gets added onto your marketplace giving you even more caravans, say up to 70 total which I believe is the current limit.
The research tree then gets several research projects that increase the speed of your caravans, possibly caravan type specific. First research increases speed 5%, the next one an additional 10% and then what have you from there. 
Finally research changes could be made that fit the creation of different caravan types as mentioned above.  

EDITED: ADDED
{
Caravan Magic

I notice that there are some missing schools of magic. I am not sure what is planned for those. No doubt there is another thread that discusses that and I apologize if I am saying something that has been said here. I think it would be cool if there were some magic spells that didn't effect things only from a city wide perspective. For instance, maybe there could be some spells that do things similar to some of the prestige benefits, but on a smaller scale. For example, a spell that increases the speed of all active caravans. Or a spell that increases the skill you workers have in harvesting. Perhaps there could be a spell that temporarily makes a caravan behave differently. Like if some of my suggestions for different types of caravans are taken, then a spell could make a caravan levitate for a while and be able to go over any terrain. Or get a good terrain boost. Things like that. 
}

Player City Trading Hubs

This is a bit more complex of a suggestion, but I believe it is a great one. I mentioned earlier that boats would be able to travel on water only and would require a city built on the coast. Well what about all the other players who aren't on the coast? This change is with them in mind. Let's say I have a city called Toffeus Harbor that is on a coast tile of a river. You are much further inland but want to send resources somewhere on the other side of the river. Well I know how valuable it is for you to be able to cross the water so I am able to turn on a feature in my city that activates it as a trading hub city. Now when your caravan is plotting a path across the river, instead of having to go all the way around it, it has the option to travel to my city instead. Then your caravans and  goods are loaded up on my boats and continue along the path over the river to some other players trade hub city on the opposite coast. Your caravans are able to unload and continue on their way and my boats return to me. Each hub city got a small fee paid to them and everyone is happy.
When you are choosing to send caravans you can check on or off an option to use player trade hubs or not so that you won't get stuck using them. 
In addition any city can be used this way. Even ones inland. So for instance maybe a player has airships and so since they move faster and over impassable terrain, it may be quicker for you to load your caravans onto their airships and pay them the fee for that usage.
I believe this idea creates a more realistic world feel and an inter-connectivity between players. It isn't just about goods, it's about services, and why you need me and how I can help you, even if we are not directly the ones doing business.

Markets and Trading

The last and final suggestion for caravans I have (for now at least) is a bit more eclectic and complicated. I think there is an unfortunately a wasteful trend with caravan trade. If me and mini-me decide to trade resources, he sends a caravan to me with a bunch of gold, while I send a caravan to him with, let's say, a bunch of wood. We both have caravans traveling for one transaction when really one transaction would do. I propose instead that whoever is selling the goods sends out caravans. Those caravans arrive at the place they are going and loads up on the payment. I have reasons for thinking this way.
1. Buyers are more likely to be people in need. They may be well enough off usually, but at least some of them really need the resources. This allows them to buy as much as they want because they won't be limited to their caravans.
2. Sellers are people who are more likely to be better off than buyers. They are more likely to have the caravans to spare and the ones with the quicker caravans. Also it is sort of like pizza. I order pizza, the seller delivers it to me, and I pay him. I don't set off to the store to leave my money while the delivery guy places pizza on my doorstep. 
And the last part of this idea is a recurring option for caravan orders. I make my normal orders. Send so many supplies to such and such a city, but now I can check an extra option to make it repeat. Now my caravan travels where I sent it, comes back, and leaves again. If this is between two different players they both have to agree before the order is started. This could then be cancelled at anytime either player wishes. 


In conclusion, I have a lot of ideas, and when taken together I think they would be fantastic for this game. They were considered by me as a whole so although I would love any part of it to be taken it may need to be adjusted somewhat to work in a solo capacity. I hope you all like them and please leave criticism, comments, or praise as you wish. Finally I hope they were good suggestions and I hope you devs like them. 


Edited by Hoddmimir - 06 Nov 2012 at 05:18
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