--Doors not Beds--

Multiplayer my dear friends.
You could allow only certain allies into certain rooms. I don’t think it would be difficult to click on a door and select who would be aloud using a “give keys” command, a “unlock for all friendlies” command, or a “keep open” command.

Think of it this way. You could still make a simple bedroom just like you can now but you can also create special path for certain key units or allow temporary access to an online acquaintance you don’t fully trust.

What would be gained by building functional doors? Well just think about the vast number of uses for doors in real life. Badaboom.

Agree. Once multiplayer is available, there might be a need to grant access to your allies for one or the other building.

Don’t get me wrong. I also want to see functional doors (which will open and close :wink:). However, personally I would not want to manage every single one of them.

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After reading the thread the idea does seem interesting. However I can see a few issues (as always right, god I’m such a cynic)

From your fantastic video of the pre-alpha pre-alpha beta I understand your point, in that doors are assigned to the units you wish to be able to move through them. Firstly, I think you would either need two types of door, or to simply have a mechanic where you can lock or unlock a door to everyone.

In regards to the micromanagement of handling who has access to a door … it might be easier to handle things such as “allow guards through” or “allow workers through” to manage certain areas of your settlement, but then that feels a little bit more like prison architect? As @voxel_pirate has said … what is the benefit of assigning doors (outside of multiplayer).

Well, yes in real life I can definitely see the advantage of doors … in the game however I feel a lot of the usefulness is lost in translation. I don’t have an issue with my workers accessing majority of areas …

However, if there were certain things in the gameplay that pushed it towards that god/sim type experience, things like theft, murder, crime etc. then yes, I can see benefits to having a working door system.

I assume doors will not automatically open to threats anyway, so we don’t have to worry about that, but then (apart from the bug you encountered in the video) who is gonna be wandering around and entering buildings for no reason?

Also would there be an issue if there was a bed behind a locked door with no one sleeping in it? Perhaps it would just be easier to assign a building/room to X amount of settlers?

my understanding as well (from comments on one of the two or three dev blog posts about the day/night cycle)… units will try and claim an available bed on their own, or plop down on the ground if need be… but the player will also be able to manually assign a bed to a specific unit, if they so desire…

exactly… as it stands now, i would imagine doors are simply inaccessible to enemy threats, and must be destroyed to gain access, giving your military units time to react…

I’m reminded of some game play mechanics from Rise of the Middle Kingdom (the last Caesar III sequel). That game had interior walls (as opposed to the large defensive walls) to help keep certain districts of the city separate from each other. These walls could have small gates which you could use to control access by certain types of city workers. For example, you might allow merchants through one gate to sell food, but stop wagons full of raw materials from coming through. So rather than assigning doors to individuals, would it make more sense to have each door be open to certain classes? So the door could assigned some rule like the ‘this door is only open to Blacksmith and Carpenter villagers, no one from outside the village at all’, etc.

-Will

I would like it if you had a tactical map and could mark areas for different things like civilian and military, something like prison architect. It would help in keeping the civ’s alive and the military in the barracks.

not necessarily… i understand the logic in designating a portion of your settlement as “civilian”, which is where i’m assuming you would want your crafters to flee to when the appropriate motivation level is met (they are facing a threat)… but what if the invading forces have already overrun that portion of your settlement?

then again, you did say “help keep them alive”, as opposed to “prevent them from being killed”…

I would reckon it could help with a shop system, Designating an area for a smith, so you get the idea with having a counter and all, whilst still having a seperate area where the smith has his bed. I reckon the AI would figure out that only the smith needs access to the area behind the counter (since that is where all his crafting equipment is) and normal civs would just ignore it.

Its a bit related to with how the equipment for the civs is organized. If they have to retrieve it from the shop, then yes i can see the helpfulness of assigning a door to a certain civ (or area for that matter), because when shopping you wouldn’t go browse the employee’s area instead of the actual store.

Shopping? I can say with 99% certainty that there won’t be shopping in Stonehearth. You set your workers to gather resources and you set your craftsmen e.g. a blacksmith to make things with the resources you collected. No shopping.

“help keep them alive”

Wounds can heal and I will make no promise I can’t keep, besides, last time I couldn’t designate areas the civ’s kept falling of the walls. Also, once an attack begins to fall away from my favor, I’m forming a shield wall around my civ’s.

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You’re taking what i wrote to literally, i was referring to going to a designated area to retrieve items such as armor i was using the word shop for ease. Though whilst i am writing this i am realizing that the outbox can be positioned inside the “shop” area, giving the normal civs no reason to enter the working space of the craftsman.

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Ahhh, I understand you now.

My dream of having the settlers manage their own money in little coin purses and go shopping for assorted items will live on damn it! Stop trying to kill it :cry:

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As i’ve seen @SteveAdamo say numerous times: mods!

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But I already did mod the game. Did you not see the gameplay video?

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Got a link or something XD?

youtube link in the OP… :stuck_out_tongue:

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:smile: :laughing: perfect.

Whilst that video was rather amusing, I just struggle to see the benefits of this. It doesn’t actually matter where your people go. If the homeless guy actually is a murderer then maybe, but it doesn’t actually affect the game if he stands in the guy’s house if he’s not. And I don’t think they’re planning on it anyway. If he doesn’t have a bed, he’ll sleep on the floor outside. And because I don’t see any benefits, it seems more work as with a bed it’s as many assigned as you have population but with doors you’ll have far more.

But honestly, there’s no need to restrict anyone from anywhere. They’ll all be working or stood idling where they finished working last. They won’t even be going in your house.

Without modding I don’t see theft, murder or any of those things happening. The people in the game are like tanks in an RTS, they have no personal ambition. They react to what you ask them to do, are promoted when you promote them, etc…

I also don’t see them having different stats one worker to another. A worker is a worker, like any other worker. A carpenter is a carpenter. Neither group would have variability between individuals.

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