repair and deterioration
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- kinvoya
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- Mykey
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- Oasis
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I imagine I'll lose at least 40 percent of all the tools my charries have, due to this change. One, because some are out of town and not able to run in and start repairing their tools before the change, two, because they cannot get them out of their long repairs and into the shorter ones that will be implemented (regardless, a couple of hours on each will possibly save them, unlike the day or two they're set up for currently, not allowing them to get to all of them), and three, to have all my charries run in to do repairs is just wrong, rp wise, some of which are in storage rooms.
That's the short term. Long term, without capability to slow deterioration? Hard to say, but I assume they'll need larger vehicles so they can carry all their tools etc. with them, and repair them as they go. No more bikes, just not feasible. (not that they were in the first place, mind you)
That's the short term. Long term, without capability to slow deterioration? Hard to say, but I assume they'll need larger vehicles so they can carry all their tools etc. with them, and repair them as they go. No more bikes, just not feasible. (not that they were in the first place, mind you)
Last edited by Oasis on Thu Sep 14, 2006 11:42 pm, edited 1 time in total.
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Phalynx
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I work in a team of 8 people, one was off sick for three months, the other for a period of 4 months and then 2 months. In addtion one colleague has lost his wife and another her son. This is in a year - 20 days in cantr time!
(My nickname at work is the Grim Reaper because this all occured in the year since I joined the team - healthcare workers have a sick sense of humour)
I live in a western democracy with good health care and social support. I know all about cantr life being cheap
but while I would never call real life cheap there are parts of the world where daily life is risky, and not just beause of war or conflict.
Deterioration and decay create the need for labour in the form of repairs, this is a task that the youngest newspawn can do without tools (for the time being
) Life in cantr just got more valuable because everyone will need newspawns.
(My nickname at work is the Grim Reaper because this all occured in the year since I joined the team - healthcare workers have a sick sense of humour)
I live in a western democracy with good health care and social support. I know all about cantr life being cheap
Deterioration and decay create the need for labour in the form of repairs, this is a task that the youngest newspawn can do without tools (for the time being
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- Mykey
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Phalynx
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Oasis wrote:Long term, without capability to slow deterioration? Hard to say, but I assume they'll need larger vehicles so they can carry all their tools etc. with them, and repair them as they go. No more bikes, just not feasible. (not that they were in the first place, mind you)
You need trains! To carry all your tools, and quickly, no valuable time wasted travelling. If you can't carry a workforce with you, you have to risk using a local repair service...
R.I.P:
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
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KAM42
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Now whilst setting up local repair services would be a good idea (i.e. come back and collect your tools in 10 days!), Cantr is not yet economically sound or technologically advanced enough. What's to stop repairperson X from making off with my tools? No cameras = no proof.
In terms of the economy, unless there is some kind of cheap standardised way to pay repairperson X - it might not even be worth my while. Because if I'm travelling, do I really want to be making sure that I've got 10g of iron per tool in my possession to give to a guy I don't know or trust?
I don't see why travellers would be forced to co-operate. In fact, some of my characters may be even less likely to do so.
In terms of the economy, unless there is some kind of cheap standardised way to pay repairperson X - it might not even be worth my while. Because if I'm travelling, do I really want to be making sure that I've got 10g of iron per tool in my possession to give to a guy I don't know or trust?
I don't see why travellers would be forced to co-operate. In fact, some of my characters may be even less likely to do so.
- Sicofonte
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- Jos Elkink
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Mykey wrote:At the quantity of cantr? That would be sad...
In some subsaharan African countries, for each position they train three people - two will die of AIDS before they even start actually working. Yes, it's often worse than in Cantr.
Sicofonte wrote:Please, can anyone put this thread on suggestions?
For as far as I can see, there's no suggestion
kinvoya wrote:There is not enough trust of fellow chars for this to work in Cantr, IMO. The bussinessman is just as likely to come home to find all his tools missing or to learn that his assistant died soon after he left and all of his tools are in drastic disrepair...so he probably won't want to go anywhere.
I really have a less pessimistic vision of Cantr these days. If you think in terms of one businessman in a small village hiring one repairman before travelling, then yes, this is a problem. So you'll need to think somewhat larger scale. I think the solution, like in those African companies, is in redundancy. Spread out less into all kinds of small villages (did you notice the biggest city in Cantr now is much smaller than a year ago, even though we have more characters than ever?) and build companies with large numbers of employees. When one dies, another is around to take on the job, and recruit new staff. For travelling, send out three resource gatherers to the same target - one is bound to return. It's not an unsolvable issue. But it does require a lot of cooperation.
I have no problem with loners in Cantr. I do have a problem with loners getting as wealthy as anyone, just due to patience. And I have even more problems if that is the most common mode to operate in.
I really think cities in Cantr can build up the necessary trust over time to make e.g. using a local repair shop safe.
Thanks, Phalynx, for defending this point so well in both threads
- wichita
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I moved this from General Support to General Discussion (and forgot to edit the title to reflect that again.
Darn my half-assed mod access.
)
I have atually been plagued with the anit-cooperation bug, though I have never had the employee run off with my stuff on me. Mostly they just fall asleep. Some wake up every 20 days asking for food and do no real work (damn unions) and some just fall asleep never to be heared from again, leaving behind a body that can't be moved because the 4 characters needed to drag it can't all fit in side the mud hut we were working in.....
I have atually been plagued with the anit-cooperation bug, though I have never had the employee run off with my stuff on me. Mostly they just fall asleep. Some wake up every 20 days asking for food and do no real work (damn unions) and some just fall asleep never to be heared from again, leaving behind a body that can't be moved because the 4 characters needed to drag it can't all fit in side the mud hut we were working in.....
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- formerly known as hf
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The chances are, larger, more organised towns will develop a communual repair system, where vsitors/citizens can pay a nominal amount for the local powers to arrange repairs for them, or have tool exchanges - leave a tool, take a tool as and when you need it...
At least, that's something I've seen around and tried to make happen in the past.
As for repairs more generally. good idea, with a good goal - broken implementation.
Until use-based decay is implemented, repairing is going to stay broken. Things should decay very slowly if left, but should require little more than a short project for maintaining them (think - oiling shears in a shed every couple of motnhs if they are unused).
Use-based deterioration should be much greater than the current, universal rates. And with a chance that it can be broken at any time, rather than just gradually 'crumbling' either destroying it out-right, or requiring materials to mend.
At least, that's something I've seen around and tried to make happen in the past.
As for repairs more generally. good idea, with a good goal - broken implementation.
Until use-based decay is implemented, repairing is going to stay broken. Things should decay very slowly if left, but should require little more than a short project for maintaining them (think - oiling shears in a shed every couple of motnhs if they are unused).
Use-based deterioration should be much greater than the current, universal rates. And with a chance that it can be broken at any time, rather than just gradually 'crumbling' either destroying it out-right, or requiring materials to mend.
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- Surly
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I think that says all I want to say at this particular juncture...formerly known as hf wrote:Until use-based decay is implemented, repairing is going to stay broken.
Oh, and just a short message to the ProgD... take the lesson from fuel: just because you have programmed it, does not mean it has to be implemented any time soon. Don't rush something like this, after all its been over a year since repair was brought in without it being fixed completely... another overeager change (however appropriate it may prove to be) does more damage than good.
Formerly known as "The Surly Cantrian"
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Phalynx
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