The antecedents:
There are several repetitive short projects in Cantr: manufacturing small items (logs, buckles, cables) and burying corpses.
Those projects need few time, and usually you have to make several of them one after another, that is, it is unfair for players that can't connect several times a day.
Other threads more or less related to this one:
http://www.cantr.net/forum/viewtopic.php?t=5943
http://www.cantr.net/forum/viewtopic.php?t=12417
http://www.cantr.net/forum/viewtopic.php?t=12598
http://www.cantr.net/forum/viewtopic.php?t=12698
The suggestion:
In the project description page (after having set the project), add a checkbox "Queueing" (unchecked by default), and a drop-down menu "Available projects for queueing", that will show any project of the same type already set (so you can find it in the activities page).
With the "same type" here I mean projects that have the same output and require the same tools. For example, any "manufacturing an iron buckle" project could be queued after antother "manufacturing an iron buckle", but not after a "manufacturing a wooden buckle".
The implementation:
It would require some programming, so after each project being finished, the system would check if that project had a queued one after him, and then puts the corresponding character working in that next project.
If the next queued project gets finished before the preceding one (because someone else done it), the queue gets broke.
The trigger for queueing or not would be defined in the project, so if several characters works in a the same queued project, all of them would start the next project after finishing.
For avoiding unwanted queueing, another checkbox "Allow queueing" would be in the character description page available for the player, so non-queueing characters won't continue working regardless the settings of the project they finished.
The alternative:
Allow several items as output of a project, so you can set a project for manufacturing 4 large logs, instead of 4 projects of 1 large log each one.
This has been in the mind of some programmers form a long time ago
For ProgD: http://www.cantr.net/forum/viewtopic.php?t=12406
I do prefer this one, better than queueing, and leave the mass burial issue for another kind of project (as in the previous suggestions mentioned above).
Queueing projects of the same type [Duplicate]
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- Sicofonte
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Queueing projects of the same type [Duplicate]
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no
- Chris Johnson
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Re: Queueing projects of the same type
Sicofonte wrote:
Other threads more or less related to this one:
http://www.cantr.net/forum/viewtopic.php?t=5943
http://www.cantr.net/forum/viewtopic.php?t=12417
http://www.cantr.net/forum/viewtopic.php?t=12598
http://www.cantr.net/forum/viewtopic.php?t=12698
Exactly - This is a duplicate or extension to an original suggestion - Moved to rejected suggestions - I suggest you add your ideas to the
http://www.cantr.net/forum/viewtopic.php?t=12598 thread as this seems most relevant.
- Sicofonte
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- Joined: Fri Feb 17, 2006 5:01 pm
- Location: Into your Wardrobe
But it is a different suggestion:
Let the player (when the project is near to finish) chose a next project to continue with, once the current one is finished.
This applyed to short-term projects (<2 turns) is useless, because you still have to connect several times a day, which is what the true queueing suggestion is intended for.
If we are going to mix similar but incompatible suggestions, I think this should bee the proper thread:
http://www.cantr.net/forum/viewtopic.php?t=12698
Anyways, that is neither a suggestion about true queueing.
Let the player (when the project is near to finish) chose a next project to continue with, once the current one is finished.
This applyed to short-term projects (<2 turns) is useless, because you still have to connect several times a day, which is what the true queueing suggestion is intended for.
If we are going to mix similar but incompatible suggestions, I think this should bee the proper thread:
http://www.cantr.net/forum/viewtopic.php?t=12698
Anyways, that is neither a suggestion about true queueing.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no
- N-Aldwitch
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I just wrote a massive rant-like reply at Chris for Sicofonte to realise that Sicofonte is just regurgitating the 90% complete idea.. essentially.
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
- Sicofonte
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Thetaris, I like your way of meassuring that percentage.
Ey, guys, I have never claimed that queueing was my ORIGINAL suggestion.
What I say is that it deserves a different thread, because if one of the options is accepted, the other have to (or could) be rejected.
And.... all the primates shares more than 90% of their genes, but not all humans are monkeys.
Ey, guys, I have never claimed that queueing was my ORIGINAL suggestion.
What I say is that it deserves a different thread, because if one of the options is accepted, the other have to (or could) be rejected.
And.... all the primates shares more than 90% of their genes, but not all humans are monkeys.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no
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