2 Cantrs...

General out-of-character discussion among players of Cantr II.

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Would you like to see two different Cantr? One medieval game and one with a steady technological progress?

Wow, that would be great!
15
24%
2 Cantrs would mean twice the addiction. I would only have time for 1 Cantr, and I want it in a medieval setting.
15
24%
Again with the damn medieval setting? Give up Pirog! This game has never been a medieval game! I want 1 Cantr and it should lead to a modern society.
25
40%
I don't want to take part in this silly poll. (But you do anyway by filling in this option)
7
11%
 
Total votes: 62
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thingnumber2
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Postby thingnumber2 » Thu Jun 03, 2004 2:19 am

me to!!!!!!! YAY!!!!!!! THAT WOULD BE AWESOME!!!
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Razorlance
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Postby Razorlance » Tue Oct 19, 2004 3:46 pm

RyceLandeer wrote:I think it would be kinda fun to start out in the stone age and go all the way through history.

In order to progress without things getting silly I think the programmers should introduce things as we go for example:

In the beginning:
Stone Age:
Stone, Wood, Fire, Bones, Hide
Rocks as weapons

Then introduce tools:
Tool Age:
Stone Knives, Stone Tools, Bone Tools that sorta thing

Maybe more populated areas would progress faster or maybe someone would have to research the next tech...it could be a project and there could be a tech tree.

It would be a verrrrry loooong project and some would take longer to research than others but then there could be scientists who do research for cities.

For Example:
Research Bone Knife
10 days
Research Wheel
40 days (2 years)

Maybe shorter maybe longer...

Now everyone in the town where it was researched could now use that tech and they could travel to other towns and teach the tech in turn for resources or other techs.

Just imagine how it would evolve, exciting huh?


8) That would have been much better than having a virtual manual of everything you could possibly build from the day you spawn. You would have research projects to aquire the knowledge to build more advanced things, maybe based on a resource i.e. what are the properties of hematite, and teaching projects i.e. here's how to make steel. It would also prevent you from knowing about things that were very advanced, like cars, until you possessed the right knowledge. I'm thinking along the lines of the tech tree in Civilization the PC game.

And think, no more newbies asking how to make steel, it I'll be more like "ooo... shiny sharp stick what's it made of?" :lol:
The Industriallist
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Postby The Industriallist » Tue Oct 19, 2004 4:36 pm

Tech advance by divine intervention (especially if to a greater degree than we already have) just seems like a bad idea...
Automatic knowledge sharing through towns is utterly nonsensical...

Some form of research, well-designed and well-implemented might actually be a good thing. But it would definitely call for coding and complexity, and you might have some trouble with the pre-existing tech level...

Also, are you planning to take away the knowledge all the characters already have?
"If I can be a good crackhead, I can be a good Christian"

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Razorlance
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Postby Razorlance » Tue Oct 19, 2004 4:57 pm

I was thinking of CANTR 2.0 but as that now seem's a long way off, maybe if your character has an advanced item, he/she would gain the knowledge to produce it, when, if a tech tree were introduced, and yes I agree it would probably take a great deal of coding etc, but I think it would be worth it.
Antichrist_Online
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Postby Antichrist_Online » Tue Oct 19, 2004 5:31 pm

I'm for splitting cantrii2.0 into two separate games, one that works like it does now and another with a slower advancing tech tree. Perhaps just a research project like an experiment button to add something from that age randomly to that characters ability to build. Then once they know all the things from that age below the item they could progress to the next item which would be better. Eg:
xxx-xxA man in his twenties experiments with bones and a rock and discovers a bone knife.
xxx-xxA man in his twenties experiments with stone and discovers a rock.
The empire earth ages break them down quite nicly I think.
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The Industriallist
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Postby The Industriallist » Tue Oct 19, 2004 7:26 pm

"ages" are one of the stupidest artifacts I can imagine using...really, even if there were some way that knowledge spontaniously spread among people, why would it follow the same pattern it happened to IRL?

Technology doesn't all branch off a single axis IRL ('ages' are just the groups of advances that coencided...they didn't have to), and it is moving away from doing so in cantr now. Why move backwards?
"If I can be a good crackhead, I can be a good Christian"



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Pirog
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Postby Pirog » Tue Oct 19, 2004 10:54 pm

The Industriallist>

It doesn't have to be the same as IRL...we who want a medieval game instead of a modern one probably just like that period more.
My personal view is that the structure of the game will make it too weird when the more modern techs gets common and still mixes with ancient ones...
Eat the invisible food, Industrialist...it's delicious!
The Industriallist
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Postby The Industriallist » Tue Oct 19, 2004 11:38 pm

Pirog wrote:It doesn't have to be the same as IRL...we who want a medieval game instead of a modern one probably just like that period more.
My personal view is that the structure of the game will make it too weird when the more modern techs gets common and still mixes with ancient ones...

I'm not answering that. I can understand the preference for medieval tech level, whether or not I share it.

I was commenting on the last few suggestions that brought the topic back up the list, involving what I find to be horrifically bad ideas for incorporating research or tech advance.
"If I can be a good crackhead, I can be a good Christian"



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Surly
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Postby Surly » Tue Oct 19, 2004 11:42 pm

The Industriallist wrote:I was commenting on the last few suggestions that brought the topic back up the list, involving what I find to be horrifically bad ideas for incorporating research or tech advance.


I can't believe I'm saying this, but I agree with Industriallist. *mutters* That can't be right... He's always wrong... :wink:
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
NetherSpawn
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Postby NetherSpawn » Wed Oct 20, 2004 1:44 am

Research could not be implemented in Cantr the way it is without a complete breach of logic. Maybe in Cantr 2.0, although I'm against that sort of thing.
Cantr development is slow enough already without requiring lots of extra time for 'research'. And would you really have your character research with a set of items that you know have no combination?
Also, a predefined but hidden techtree is just strange. If I'm developing my own tools, I'm going to use whatever I feel like as a trowel, hammer, etc. The way Cantr is the items are predefined. Unless researching items was dynamic, for example, you attempt to develop an item with a particular function using a set of materials (which may be impossible) and the function of an item would be based on luck and the resources involved. That might actually be a decent system, but it would be quite a change, and would beg the question of how the tools were named.
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Robert
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Postby Robert » Wed Oct 20, 2004 3:45 am

Or, the ability to make stuff is an object, like a scroll, and it takes time to copy it, so that in a city maybe they have a group that just produces copies for new members and trade. I can picture a tech super city surronded by medival towns that it makes things they can't for huge sums of resourses.
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Appleide
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HELLO EVERYBODY

Postby Appleide » Wed Oct 20, 2004 4:10 am

make it that in Cantr 2.0 you have to name the locations, the resources, the tools you can make ! the only thing you could see about tools is what they are classed as. eg weapon/tool/vehicle. then people have to explore, and when different cultures meet they have to figure out what the other is talking about. and finding out what the tools WILL be experimenting!
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Agar
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Postby Agar » Wed Oct 20, 2004 5:33 am

Well, this game is coded in PHP, if you want the midevil one so much, get a book and start coding. :lol:

Aside from that interesting endevor ... I'd like to see the 2 cantrs. Technology wouldn't need to stop to make it possible; instead of advancing, it could expand. More projects, more tools, more resources, more animals, that kind of thing. Domesticated animals. (no, I will not stop ranting about those)

You could set it up to where hematite was rare, and add other materials to steel, like nickel, and make that rarer, then the population on large would have wooden tools and weapons. People that controled the iron would be kings, and that would often lead to a fuedal system, and there you go.

Expand tools, so that you can hit somebody with ANYTHING, and create more lateral technologies. It would be a very interesting and unique setting for the game.

So...

Who's going to maintain it? 'cause we all know Jos works his butt of keeping this up.
Reality was never my strong point.
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Pirog
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Postby Pirog » Wed Oct 20, 2004 12:02 pm

The Industriallist>

I was commenting on the last few suggestions that brought the topic back up the list, involving what I find to be horrifically bad ideas for incorporating research or tech advance.


Oh, well...there I agree with you :)

Appledie>

I would hate that. There is no realism at all in such a structure. If I want to make a tool for digging in my lawn there is no way I would end up with a screwdriver.

Agar>

Well, this game is coded in PHP, if you want the midevil one so much, get a book and start coding.


I'm having problem just getting a nick in the damn chat room :lol:
Coding a medieval Cantr would take more than the rest of my life....
Eat the invisible food, Industrialist...it's delicious!

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