Slow-paced?

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

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masterekat
Posts: 496
Joined: Thu Sep 02, 2010 9:55 pm
Location: Spa City, Arkansas

Re: Slow-paced?

Postby masterekat » Mon Apr 30, 2012 1:12 am

Cogliostro wrote:As usual in life, you find that the baddies actually think better of you than the goodies.


Off topic, I know, but I wish I had found that out in RL about ten years ago. It would've saved me a lot of heartache. I guess it could be worse...in another dimension, I might've never found that out.

As for Cantr, the fun lies in and when even the players aren't sure who are the baddies and who are the goodies. This has nothing to do with the mechanics or the pace of the game.
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Snickie
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Location: FL

Re: Slow-paced?

Postby Snickie » Sun May 06, 2012 3:38 pm

I only saw this post today, and I think it's very on-target to this topic.


Subject: Simple combat system

Doug R. wrote:Radios = Instant
Cars = Fast

But people want slow combat.

Cantr has an identity crisis. We can't have a slow AND fast paced game at the same time. If we slow one thing down, people can exploit the fast-paced elements. If we speed things up, the game becomes unplayable for many. It's like Cantrians are sloths with sports cars and motor boats.

We can have slow combat if we take the fast-paced response elements out of the picture. If that doesn't happen, we need matching fast-paced mechanics that minimize character mortality, as the soon-to-be implemented near death state will accomplish.

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