New building Kindergarten.

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catpurr
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New building Kindergarten.

Postby catpurr » Sat Oct 24, 2009 11:28 pm

Inspired by a quote
Doug R. wrote:Newspawns should go where they're wanted


Following idea. Make a new building, a kindergarten.

* You need a kindergarten in a location to have newspawns. (thats the place where the kids were until they became 20 year old wo/mens)
* Kindergartens are language based, so there can be a german kindergarten, an english kindergarten and so on.
* There can Kindergartens of multiple languages in a location.
* Kindergarten building project can only be initiatied by a person of that language group.
* Kindergarten can be cared for (as a project), rising your chance to get newspawns. You can only care for a kindergarten in the language you spawned in.
* If a language group has no or a only very few kindergartens , newbs spawn as they do currently.
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Fieger
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Postby Fieger » Sun Oct 25, 2009 12:04 am

ouch...
I have a cunning plan...
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HFrance
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Postby HFrance » Sun Oct 25, 2009 12:16 am

These items can be found or manufactured in the game, but the Programming or Resources Departments have not yet implemented their use: (...) COT - spawnpoint?
Cantr II is a social simulator. What is not working is due a problem in the society.
Cantr is like Vegas - what happens in the game should be in the game.
"It's a virtual world, not a theme park!" (Richard Bartle)
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Dudel
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Postby Dudel » Sun Oct 25, 2009 12:20 am

This has been suggested before but with separate names.

I know... because I gave the rough suggestion, once, within another thread that had a similar thought. (I called them "gardens" and you needed to "water" to get newspawns)

Please don't make it harder for others to moderate the suggestions topic by making duplicates.
catpurr
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Postby catpurr » Sun Oct 25, 2009 12:26 am

Dudel wrote:Please don't make it harder for others to moderate the suggestions topic by making duplicates.


Oh the harm is incredible.... Sorry for caring about the game, wont happen again.
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Dudel
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Postby Dudel » Sun Oct 25, 2009 12:30 am

catpurr wrote:
Dudel wrote:Please don't make it harder for others to moderate the suggestions topic by making duplicates.


Oh the harm is incredible.... Sorry for caring about the game, wont happen again.


kthnx. :D
tazer
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Postby tazer » Sun Oct 25, 2009 10:40 pm

I like this idea, and to Dudel, I'm posting it here because this is the one I can see.

I think that it shouldn't take many resources to build. Instead it should just take a long time to build it.


Also I think it should be an object not a building.... Doesn't matter much
Snake_byte
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Postby Snake_byte » Sun Oct 25, 2009 11:10 pm

catpurr wrote:Following idea. Make a new building, a kindergarten.

* You need a kindergarten in a location to have newspawns. (thats the place where the kids were until they became 20 year old wo/mens)
* Kindergartens are language based, so there can be a german kindergarten, an english kindergarten and so on.
* There can Kindergartens of multiple languages in a location.
* Kindergarten building project can only be initiatied by a person of that language group.
* Kindergarten can be cared for (as a project), rising your chance to get newspawns. You can only care for a kindergarten in the language you spawned in.
* If a language group has no or a only very few kindergartens , newbs spawn as they do currently.


I don't think this idea is really worth the time as most of it can be RP'd and would remove A LOT of RP from the game.
For me, where all Cantrians are before 20 years old isn't so much something to be fixed or resolved but a mystery unique to the game. It's also a very popular starting point for many players.
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Voltenion
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Postby Voltenion » Sun Oct 25, 2009 11:19 pm

Like Snake said, something that explains one of the biggest mysteries of Cantr (one that should never be explained, IMO) is definitely something that isn't good for the game's RP and diversity.

I understand towns should have the right to choose to have or not to have spawns but this is just not the answer. (My opinion :wink: )
"Delete Fu Island" activist.
catpurr
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Postby catpurr » Sun Oct 25, 2009 11:25 pm

this is not supposed to fix an ingoame logical rp-issue, or to remove your beloved mystery of unexplainedness.

this is supposed to be a fix to the flawed spawn system.
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Dudel
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Postby Dudel » Mon Oct 26, 2009 1:41 am

http://forum.cantr.org/viewtopic.php?p=289127

There, now don't make duplicates! :x
catpurr
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Postby catpurr » Mon Oct 26, 2009 9:16 am

Dudel wrote:There, now don't make duplicates! :x


Well i would feel flattered if you came up with a similar idea than me instead of whining around. Well some people are just sourpusses by nature me thinks.
Snake_byte
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Postby Snake_byte » Mon Oct 26, 2009 10:23 pm

It isn't exactly the same thing Dudel, as this one is focusing on the spawning of diff language groups. I my opinion this would allow different language groups to spawn in other language groups by making a building...
I'm still not for it.
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catpurr
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Postby catpurr » Wed Oct 28, 2009 11:26 am

I don't quite get the wish to keep language so seperate.... I actually think its one of the plus sides of cantr it mixes people from different origin.
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EchoMan
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Postby EchoMan » Wed Oct 28, 2009 2:32 pm

catpurr wrote:I don't quite get the wish to keep language so seperate.... I actually think its one of the plus sides of cantr it mixes people from different origin.

Of course it is, what we (some of us) oppose to is that we spawn in locations where most of the people speak a language we don't understand and also the 2 month period of learning a language which can be fun with 1 char, but certainly get very boring when it happens to half of your newspawns. I can understand that "old" players (with lots of chars spawned in the "right" places have no problem with this, but for a new player it's a nuciance.

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