a multiplayer game of parenting and civilization building
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Also players actually have to know where others are Jason. You might not like that there's another coordinate leak but at least now people can interact with other families which is one of the actual steps to real trading and not the shammy trading you pushed on people with last weeks update.
Yes, add this to the time, coordination, and communication constraints. If we could craft "generational knowledge" tools without needing to type out every single word in-game and hope our kids do the same, then more complex societal interactions like trade and coordinated warfare might actually have a shot.
I'm thinking things like a dynamic HUD map that persists through the generations and grows with certain craftable items (watchtowers or survey markers, or something), an offline lineage strategy/family history wiki readable only during the first 3 minutes of a newborn's life, and writeable only by those who've died of old age with no curses in that lineage during the last X minutes... there are lots of things we could do that would make longer-term coordination possible.
But then you get into this being a clan game, not One Hour _ONE LIFE_.
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I'm thinking things like a dynamic HUD map that persists through the generations and grows with certain craftable items (watchtowers or survey markers, or something), an offline lineage strategy/family history wiki readable only during the first 3 minutes of a newborn's life, and writeable only by those who've died of old age with no curses in that lineage during the last X minutes... there are lots of things we could do that would make longer-term coordination possible.
This is really neat, I love the idea of my time spent exploring having some benefit to the next generation.
---
omnem cibum costis
tantum baca, non facies opus
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Yawn... sounds like the game becomes more confining and boring for no good reason. Exploration comes as part of what makes the game fun.
Danish Clinch.
Longtime tutorial player.
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You could have multiple features like that behind feature flags that are being disabled/enabled from time to time at random
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Imagine a world with much bigger biomes, and maybe at least viable wild food and some farming path in every biome.
Yes!
I've participated in a couple of forum threads where we've talked through ideas to do this. Would love to see you make it happen.
All the other stuff... eh... it could be made to work, but I'm much less excited about it.
Maybe there's only one family active for each type of biome??? The tundra and desert biomes would have eves a lot more often.
I don't like the idea that only men can cross biome edges... maybe only people using a car or wearing some high-tech clothing? I'm not a big fan of limiting biome travel, but if you do it, please don't make it based on intrinsic character traits like gender or age. That just feels a bit "magical".
--Blue Diamond
I aim to leave behind a world that is easier for people to live in that it was before I got there.
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i think people miss the part that you would make biomes livable on their own
you cant trully, cause we need sheep, iron, food, soil, branches, clay, etc. trading for it is not the best way
maybe give Eves a starting valley, it's not enforced, it's a backstory
so people would be a bit more bored of that
it would be decent, they could sustain like total 600 minutes (10 persons for 60 years or 20 for 30 average)
maybe the highest tech they can do there is a ladder to send a person out
each person would need a ladder, so the obvious choice would be the females
the other valleys would have their own family
but limited to like 8 valleys
each new eve would have to share
the upper levels would have some extra options
maybe even more valleys? so advancing in generations would mean advancing higher from a ground level, to a better place
people could still stay there and live, but they should always send a few people out to explore new lands and create new cities
without valleys: like when europeans went to america
they settled on a coast
but inside the wilderness were rich lands, high risk high reward
what would convince people to send out people on wagon trains?
wagons surely for the first week after update
i think of a way that you got a limited time a family can stay the same spot
maybe the weather becomes worse or the tiles become unusable.
Or maybe you need to reach something, so each area/valley/county, the family needs to pay taxes which increase over time. Crossing the border resets taxes so you need to create a wagon, send out the young people and the old people die in that place. They cannot go back or born there ever again. Maybe some before/after screenshots or timelapse of it.
Now it's based on luck i guess to be ready with the tech to allow people to move.
What if you can have only a certain number of babies in that zone, and you need to leave to get more?
Lets say you need 100 pies to allow 5 people trough the border.
It's logical that fertile females and younger smart kids have longer life so they could go but maybe elders would want to see the next zone.
But what if the elders could be born back in the next area if everyone agrees (or just doesn't reject them)
Like you need to do upgrades to increase max population cap. lets say a tent, you start off with the eve, she builds a tent, she can have 2 kids.
if they do more tents, they can have more kids, like +3, then more for extra 4 and finally extra 5.
Once you got 15 people, the border opens and you can pay off crossing. Maybe you need to build a bandwagon which has 5 places. You also need a road to the border, and then food and tools, etc. Once they cross the border, they need to find a new spot and settle (might need a leader who controls the wagon), once they agree on the spot, they make a new camp. Elders stay at home and die out. But they can join back the family if they wish to on other area if they live to 50 or so.
Maybe some turf war style where food can be used as currency, like sell it to AI trader, and other stuff too, like fleece or clothes. 2 families would compete with each other and break others prices. Population of your family would be the main resource to get to next area, but you would need to wait same tier families to compete, so each time it would allow 2 or 4 or 6 eves and the new areas would only open if there are 2 families who crossed border.
The other families couldn't interact with your items. They would see them in different style, more ugly. Also the people would look ugly to you and you uglier to them.
Maybe 10 population would allow to choose a leader, 20 to choose a president, and make country wide rules. People could vote on it, the leader would have more influence. You could find the other family and try block them with some items that can be interacted with or maybe war with each other.
Or maybe sometimes more than 2 families, like no 4th family to make 2on2 games, so 3 families spawn to same area, and you could war with one and trade with other then when one is eliminated, play it down 1 on 1.
Maybe 4 families so only 1 or 2 would be picked upon for a long time.
If we would be limited to have big families by our actions, care and designs, optimizations, work , we would care more about increasing the number.
Of course increasing without preparation would be also bad.
Maybe we should buy back our fallen kids family ban timers, so we would have limited people who can join us, and they would swap if we don't want them. Each killed person would be banned forever, each killer would cost more to buy back.
Once you ran out of your resorted people (like 120 people on server, you would be associated with 30 each for 4 fams and no one can change on his own if the family alive) when you run out of females you would be forced to spend resources on reducing their time bans.
The difference between zones: the first zone would be small, and lot of wild food, but scarce in long run resources, you would be alone, no risk, but advancing in tech would be important before you run out of the resources.
Second would have more iron and soil, but on a bigger map.
Third maybe have additional resources and different goals and win conditions.
So each town would be temporary, and fail would be inevitable.
I didn't really think it trough on balance, just ideas
What im sure of, we need upper limit of population, and people should matter more if they got value.
IF you need 30 people to have a vote, people would compete to make their family bigger, healthier and eliminate threats from it, set u pa plan. Help others to survive, to get their upper hand over others. Team work and communication.
Losers would have to start new and group together, half of the server would be always loser, but maybe underdogs would improve on the effort next time and the winners get to comfortable. Now not sure how we could have proper numbers, with 120-200 people, how could some live in tier 3 zone and others win the chance to get them out of it or enough rotation.
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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