Jos Elkink wrote:
Jos, I am glad that you consider my words. I would love to talk about this more, and not at all expect you to throw away the idea of the grid system right at once, of course.
Walls: It would be really awful, if we had zig-zag walls everywhere. (Grid system has something WarCraft-like to it anyway). Let's have a project "building a wall", and that means building a wall around any location you're at. A field, a town (in case you are in the town center), or _anything_. And the location or anything surrounded by the wall can grow on. In case of a grid system, when you reach the walls, you have to destroy it for the town to grow on. We don't need this. That will make many people spend their time designing walls and buildings square by sqare. Not good. What is the wall-making plus of a grid system? Building the "Great Wall of Ladvicitavoi", as Jayne seggests? Well... What is the social difference from fortifying all the locations that lead through...? Well... Nothing. The non-grid solution is even better: you can't build a fortified line, if you don't controll the settlements of the area. Realistic, and promoting personal relations. If you want to have a fortified castle within a town, you just simply build a wall around a building, OR you build a street, call it "Castle", build more buildings on it, and build a wall around the street.
Jos Elkink wrote:Would people not group in a grid, you think, in existing areas? Besides, the spawning system will still make people spawn near others. Plus you get babies introduced at some point ... I am not sure we will really only get those people lonely strawling around. Not that much more than is currently the case, and only by those players who prefer doing so. You still have to deal with people.
That's not what I meant. I say that even when in one location, people would have less time to attend social issues. Example: "OK, let"s build a house"... "where should we build it:" ... "OK, we build it there. When it's finished, we will think about further improvements to it. And now, let's talk about something else". These were issues of social relevance. In the case of a grid system, a very enormous plus phase is inserted: How big should it be, what will we build within the house in one or two years, that should have its place already, oh, and let's fuss a bit with the consol, etc. These are things that could be discussed later, as the building develops, or ignored entirely by the chars in a non-grid system. And this takes time. If players were wired to the net all the day, one char per player, then this would be great. But actually this would divert attention from the community. A player plays this game n minutes a day, and a certain percentage would go on clicking around on the consol, without any relevant personal interaction. Another example: you wanna build an outpost. Just imagine how much more non-interactive clicking and geometrical planning that would mean, than today. The physical environment should remain nothing more, than the hardware, on which societies are "run". You should not make Cantr a mixture of Cantr II 1.0 and a single-player constuction-game. That would just take away playing-time of the players. "Lonely strawling around" is when you are near other people, but you don't care about them, as well. You say that "different people have different reasons for playing". Yes, I've also pondered on that... There could be designers, who are paid for building different things. That sounds good. But the actual details of such an activity have no social relevance, and everyone has to be an architect to some degree in a grid system. Cantr shouldn't include coded interfaces for actually conducting a certain job. That should be a question of the character's abilities, not those of the player. The same for digging the soil and harvesting. Those details have not much social relevance. Placing a table or a cupboard, or a carpet in a room does have social relevance.
No, the world will not become smaller by the grid. The world will become smaller becouse of the vehicles. All I say is that neither the grid, nor my idea of a minor-path-system would be a good solution for the scarcity of land. This is not about grid vs. My ideas. If you don't worry about globalization, then ignore this issue. There will be more land in between current settlement with my idea of the minor-path system, as well. And you don't have to limit the # of buildings in a town. Only the resources are limited: you cant build more than a certain # of farms on a field, and only a certain # of people can work on the farm, or in the mine, etc. You can put some resources to the minor locations that are in between towns, and can be reached on a minor path, and there you have an extended playing ground for fighting over resources. Either this, or the grid, that doesn't make a difference in terms of my globalization-concerns. My concerns about globalization could be doctored only by adding more land to the map at the edges, as technology develops. Extending the whole Cantr-map. But this is about the far future. If the problem is immanent, you will take care of it. This is not about grid vs. 1.0. You say: "most of it not yet found..."... Great! Forget about globalization. No problem!

The problem would be the loss of cultural diversety. If there's plenty of land to discover, we can have empires of 10 cities. OK.

Let's forget this problem of towns too close to each other, as well. You have succeeded in assuring me that it's no problem.
Jos Elkink wrote:travelling times over longer distances will stay exactly the same.
That sound very good, but how about aeroplanes?
Jos Elkink wrote:Note, btw, that with a grid, smaller communities have more places to develop themselves, staying away from the homogenizing culture.
If they don't have resources, they will be let alone anyway. If not, then not. But I see your point. YOu know, I think that minor locations poor in resources could fulfill that purpose very well. If it has important resources, they cannot seperate from the local power-culture anyway, the grid won't help them. OR, they can travel outside the lands of the power-cultures, and be left alone simply because of the distances. It would be nice to have many independent communities near big cities, but that is not a question of the code. That's determined by social factors.
Jos Elkink wrote:when we want larger changes, it is far easier to implement them when rewriting the game, then gradually.
OK. If you make big changes at once, you cannot manage the cosequences that well. But that's not the point. If I thought that a grid system could be better than the v1.0, I would think about the risks of big changes. But I think that this present system is (nearly) in every single aspect better then a grid system. And much better alltogether. If you make the client software, which is more efficient in terms of server-resoures, than it would be useful to make this new version so, that you can easily implement improvements to it within the basic 1.0 system. Changes similar to the ideas I am speculating about.
Jos Elkink wrote:Also, people play *because* of the social interaction, so why do you think they would stop with this?
They won't stop with that. But much of their time would go on other things. Non-multiplayer things. But I don't know how relevant this would be. But I have the feeling that all in all, the grid-system would make this game somewhat less real, less lively: you can see the grid-map on your monitor, so you dont imagine the places and situations that vividly. Having digital 2d maps for buildings and rooms is too much. This game will just simply not work if such things are coded, in my opinion. To be honest, I even was a bit surprised that you have such ideas. The introduction part of
www.cantr.net suggests that you are and have been quite aware that Cantr is Cantr because the level of codedness.
But these supposed negative things in the grid system are not what my ideas are based upon. It's rather that I think all the problems, that could be solved with the grid system, could be solved in the current system _at least_ as well as with the grid. The actual examples: discovery, in-town movement, extra features to buildings and towns, city expansion, new settlements, land scarcity, limitations on resources, territorial struggles, fortifying and defending different places or structures, buildings with open land to them, social flexibility, detailed buildings, damaging buildings, or even catching a thief. All the issues we've discussed here, have better solutions within this present system, than in the grid-system, I think. Yes, there are positive features to the grid-solutions of these issues, but let's try to consider all pros and cons. That would be my major point here, Jos.
Jos Elkink wrote:People will get annoyed with too many crossroads, for example (because it slows down travelling since you have to manually intervene too often), and decide to break down those roads again, so that in the end land will more reflect those that were powerful.
Sure, I also think so. I don't think that we would have a problem with this in a grid system. Actually, it would probably add raw material for RP and social interaction. I agree.
About map-making: I understand, what you say. Yes. I can imagine now, that the Cantr map-making culture wouldn't be much impaired by a grid system.
Damaged buildings, that have some of their parts gone? You call that realistic? You can decide which part of the building to damage? "A wall is missing"? These kinds of things shouldn't be coded in Cantr, I believe. Excuse me, I don't want to be intrusive, but your ideas really seem to shift toward some kind of common hack-and-slash on-line RPG. Cantr is so great, because such things are not coded. Btw, what is your problem with a percentage like "strength" is at persons? I believe, that the only effect of damage to buildings should be that a) people can see that it's at say 78%, and that has many social implications, and b) it takes only 78 points of damage to crush it, and not 100%. Damage to vehicles: obvious: they go slower, damage to tools: decrease of productivity, of course. But breaking out a certain wall of a building... I don't think it's worth the programming-work. That has in-game relevance close to nil. Supposing, of course, that you don't wanna turn Cantr into a first-person-shooter.
