Sailing rules change.

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Cogliostro
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Sailing rules change.

Postby Cogliostro » Sat Mar 24, 2012 1:30 am

Currently: If there is no one on the main deck, a ship stops in its tracks on the next sail tick.

Proposed: If there is no one on the main deck and the ship has "turns" set to 0, check for people inside cabins/holds and proceed or stop based on that.
If the ship's "turns" is set to some reasonable value (not 990999) other than zero, proceed for that many turns even if no one is alive on the ship.

( We've all heard stories of ghost ships and the Flying Hollanders, but in this case we're looking at a ship with a fixed preset course that just follows this course naturally - no ghosts are sailing it, in fact.

We could speak of ghosts sailing if the ship were to suddenly change direction and heading, by itself. )
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Snickie
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Re: Sailing rules change.

Postby Snickie » Sat Mar 24, 2012 3:22 am

Unrealistic. In real life, there has to be someone on deck to drop the anchor. Same applies in Cantr.
Cogliostro
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Re: Sailing rules change.

Postby Cogliostro » Sat Mar 24, 2012 3:29 am

Maybe you meant "to lift the anchor"? Because as we have it currently, all ships indeed drop anchors themselves.

Unrealistic-ness has always abided strictly in the eye of the beholder. And if a particular scheme proved to be fun and sustained pleasant gameplay flow for players, the powers of imagination could always be put to good use and just focus on imagining situations in which it IS realistic.

Otherwise it's also unrealistic that one man can sail a galleon, etc. etc. - Cantr being full of things utterly impossible in real life.
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Snickie
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Re: Sailing rules change.

Postby Snickie » Sat Mar 24, 2012 3:35 am

No, I meant "to drop the anchor," when the turns end and the characters are still inside.
Cogliostro
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Re: Sailing rules change.

Postby Cogliostro » Sat Mar 24, 2012 3:44 am

Snickie, if you're wondering how the ships would drop anchors by themselves at the end of X turns, if no one is on the main deck, then the answer is very easy.

The same way they drop their anchor presently, when the ship's sailing and then discovers nobody is aboard its deck.
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psychowico
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Re: Sailing rules change.

Postby psychowico » Sat Mar 24, 2012 10:49 am

Cogliostro wrote:Snickie, if you're wondering how the ships would drop anchors by themselves at the end of X turns, if no one is on the main deck, then the answer is very easy.

The same way they drop their anchor presently, when the ship's sailing and then discovers nobody is aboard its deck.


Point for you. :lol:
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CrashBlizz
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Re: Sailing rules change.

Postby CrashBlizz » Sun Mar 25, 2012 1:16 pm

Cogliostro wrote:Snickie, if you're wondering how the ships would drop anchors by themselves at the end of X turns, if no one is on the main deck, then the answer is very easy.

The same way they drop their anchor presently, when the ship's sailing and then discovers nobody is aboard its deck.


I don't think of it as it magically drops its anchor if nobody is on deck. A ship needs someone to sail it, if nobody is on deck to sail it the ship it doesn't go anywhere - hence doesn't move.

Having ships mysteriously travel X amount of turns and then randomly stop dead makes no sense. Sailors can't program ships to travel only a certain distance (unless you want to implement computers). The travel X amount of turns system is there so that characters on ships don't over sail if the player can't get online. The idea though is still that the character stops the ship - so has to be on deck.

If nobody is no deck it should either stop or, if you really want to change it, go on forever.
Cogliostro
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Re: Sailing rules change.

Postby Cogliostro » Sun Mar 25, 2012 1:31 pm

Yeah, I think going on forever would be fine too. I worried though that maybe this is unwanted due to server performance.
Zlotnik
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Re: Sailing rules change.

Postby Zlotnik » Sun Mar 25, 2012 8:49 pm

If you put sleepers on ship you have a moving ghost ship.
If you change direction too for one you like you have a poor version of automatic sailing.

Let's add anchors on ships. If it is on deck and no one is there ship would move with random speed in random direction each tick...
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Oasis
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Re: Sailing rules change.

Postby Oasis » Mon Mar 26, 2012 5:43 am

I agree that ships should still move even if no one is on deck, at least until radio receivers can be put on a deck......you can't do both, sail and listen to the radio, it's just wrong. A ship should have to have live people on them to move, I think. Everyone dies, the ship stops, easy peasey.
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Re: Sailing rules change.

Postby Cogliostro » Mon Mar 26, 2012 5:10 pm

Sounds reasonable, Oasis.

Equally as in your example with the radio, if you have a loom inside your Captain's cabin, you should be able to make clothes while sailing. Absolutely nothing in the real world prevents it. We just have some people who believe that when a Cantrian is on deck that equals a team of sailors managing the ship, and when that Cantrian pops inside, magically the team of sailors is gone. I don't like that way of thinking, and as long as someone is on the ship, inside or not, it really should have no problem going its merry way according to the settings the owner made.
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SekoETC
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Re: Sailing rules change.

Postby SekoETC » Mon Mar 26, 2012 5:12 pm

This isn't a single-player game. Get a crew.
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Henkie
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Re: Sailing rules change.

Postby Henkie » Mon Mar 26, 2012 5:14 pm

SekoETC wrote:This isn't a single-player game. Get a crew.

+1
Cogliostro
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Re: Sailing rules change.

Postby Cogliostro » Mon Mar 26, 2012 5:24 pm

Because in Cantr there is no way to assign automatically restricted roles (crew vs captain), it's unrealistic to expect or force people to have crews. Not in the sense of realism, in the sense of it being quite silly to demand.

If you have a ship, a cargo hold, and some machines, in Cantr you should be able to happily sail and use those machines all by your lonesome. We know full well that "hiring a newspawn" for the crew could result in your ship changing course all of a sudden without you ever knowing, theft, and a whole host of problems you just don't want. As a result you won't be able to do exactly the thing you hired the guy for - now you have to be on the deck at all times to police them.
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Re: Sailing rules change.

Postby curious » Mon Mar 26, 2012 5:31 pm

These are all the things that can happen in a role play game eh? Someone might role play you right back.
Sucks doesn't it...

I don't like this.
That's all.

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