Postby The Sociologist » Thu Feb 17, 2005 12:46 am
Taking up Agar's challenge, here is my solution to how tiredness should be handled. I believe is is essential to fix two problems associated with tiredness that have in effect wrecked Cantr: (a) the destruction of economic rationality; (b) the effective elimination of warfare and conflict.
My proposal:
1. Tiredness from Projects.
In each Cantr hour 1% tiredness is added to a character working on a project. This is a flat rate and continues at 8% every day until 96% tiredness is reached, that is to say after 12 days.
However, the first 48% of tiredness has no effect on productivity, hunting or combat. That is to say, you continue producing at the normal rate and aren't penalized. After that, however, you are penalized more steeply and lose 2% productivity for every 1% further tiredness until at 96% tiredness you really are only producing at 4% of your capability.
In other words, you can work for 6 days with no production penalty at all before needing to rest. This will help to restore economic rationality to the game. Your characters have a regular activity/rest pattern just as you do in real life, and during the "working" period they produce at anticipated and easily calculated levels. It is essential to restore this predictability as the game currently has no rational basis for commerce or economics.
2. Resting.
You must actually start a resting project in order to rest. Merely standing around will not produce any automatic benefit. However, you have the option of using either (a) a resting button on the location page, or (b) clicking on a machine. The resting button on the location page is the equivalent of resting on the ground, though you can also do it inside houses, boats or vehicles.
To enhance resting using the location page, you have resting "tools" such as sleeping bags, reed mats, canvas hammocks, feather-stuffed hide pillows and the like. These are portable just like any other tools. I regard this as essential for backwoodsmen, travelling traders and the like. Beyond that, resting machines such as beds will work as currently implemented.
When resting using the location button only, without either tools or machines, you should regain the 48% tiredness in about 3 days, ie at 16% per day. That is to say work 6 days then rest 3. That gives a reasonably margin to play around with the relative efficiency of various tools and machines for resting, which should at the top end reduce the need for rest to less than a day.
It is again essential for the backwoods community that some basic resting tools should be very easy to make--from hide and suchlike--and should nonetheless give a decent boost to resting, cutting the time from, say, 3 to 2 days. There should probably be at least two categories of resting tools (much like knives versus bone knives).
A useful outcome of the above is that characters with houses and access to better beds will be able to set up a nice regular 7-day pattern, 6 days working and 1 day indoors resting--especially useful for those who don't play over weekends, etc. Currently, nobody has the foggiest clue when their projects will end.
3. Tiredness from Combat.
This will work in the same way. Hitting one person should cause about 12% tiredness, so you will be able to hit 4 at full strength and without effecting your combat efficiency. Obviously, you then need to rest after that. However, with this relaxing of the limits, some possibility of organized warfare should again emerge.
Bear in mind also that you can rest on ships or vehicles, or even on the ground (if you are prepared to take the risk of lying down in your sleeping bag on the front line!) And I really mean all vehicles--it should be possible to drape your sleeping bag over the saddle of your tandem bike and rest on that. After all, the Mongols could sleep on their horses!
I also believe that in the vehicle category, provision should be made for the better vehicles and boats to have "ambulance" capabilities--ie where better quality beds and the like can be built on board. But this is looking to the future, or perhaps back to the golden past when there were such things as the Lad Empire and when Lord Gregor's threats against Krif actually meant something.
At any rate, this is the minimum necessary to get warfare--or at least the possiblity of potential conflict--started again. Without that and the possibility of rational economic calculation, Cantr will die as a society simulator. In fact it is dying right now and has been doing so ever since tiredness was introduced.
4. Interim Measures
Until the above mechanisms can be implemented, all tiredness parameters should be set to zero. In other words no tiredness at all should accumulate until the system can be implemented properly. The current farcical scenario has no benefits whatsoever and is simply destroying the game.