Jos Elkink wrote:My worry would be that it really reduces incentives to build vehicles - the difference was large on purpose in the original design of the game.
If walking speed is the only problem, you can simply change that, of course, and leave all else. But that does reduce the value of vehicles.
I haven't played Cantr myself in quite a while, but my impression is that there are really quite a few vehicles around already, including many abandoned ones. So isn't access to a vehicle already a lot easier?
The difference and incentive to build vehicles wouldn't change that much, especially if everything gets at least a slight boost. Vehicles have a million (okay, exaggeration- several) advantages compared to walking (as pointed out by others): Way more capacity, faster (unless it's a full wooden cart), ability to work on projects, ability to pass things to people on roads, safety from dragging, etc.
Walking speed is the problem, but I think the discussion is leaning towards giving everything a boost so that there's still a good difference between walking and using some other form of transportation.
Access to vehicles may be easier in some places, but usually the more populated, older areas. As stated, not all areas have access to rubber or other components. I have a character in an area where making a motorized vehicle with the capacity needed for resource runs is not really a possibility (no bauxite). That's annoying enough since they could produce fuel easily. I can't imagine not being able to make any decent un-motorized vehicle because there's no rubber.
Also: Everything BC said. Walking is usually not fun when you don't have company. I have other ideas on how it'd help people want to play characters that choose walking over vehicles, but... I'll stop. I'm long-winded.