How would you fix Cantr?
Posted: Tue Oct 21, 2014 9:31 am
Assuming that there's something wrong with Cantr in the first place. I think there are several things.
First of all, I think a lot of locations should be deleted because many are just copies of each other. Particularly Fu is too big. Even the coastline of it is too big, not to mention the insides.
All locations with no natural resources should either be nuked or planted with new resources, except maybe if they're necessary for traveling across a certain region, and even then it could be cut down to a few locations like it's done with the deserts on the old English islands. There are also too many vast forests that only have wood and nothing more. It would be better to replace all tundras with lakes unless there can be whole new resources for them, because otherwise once you've seen one, you've seen them all.
Also, too many resources are native to too many islands. I think each island should have at least one unique resource that only grows there and nowhere else, maybe excluding the smallest ones. The animals were made unique to each island, so why not the resources?
After excess locations were deleted, there would be too much space between the remaining locations, so the rest of the world should be condensed. This could be done by increasing travel speeds or adding more travel ticks.
Complex machinery like drills and cars should require spare parts and maintenance every once in a while or they would become unusable. So if some drill is sitting in an abandoned town, it should get rusty and require upkeep.
If cars were made to require maintenance then ships should also require the same. There should be dry docks where you can perform maintenance on a ship and it would require oil and sometimes wood. Ships that haven't gone through maintenance say within 5 years would gather barnacles in the bottom, which would slow them down. They could also develop a leak, which would require the person/people on board to actively bail out water or the ship would sink. People could invest in a bilge pump as a precaution so that they could empty the ship of water more efficiently. Currently ships require no maintenance at all and that makes them too good compared to cars that at least use petrol. Also if someone encountered a storm while at sea, they should lower their speed to 50% within half a day (or some other negotiable timespan) or risk damage to the sails.
Harvesting honey should be a manual project, not automatic. I've heard of people who set up long honey projects in abandoned towns, then come collect the spoils later on. Optimally all automated projects should require manual stages. Automation is only good in creating a delay but when there's no work involved, it's just free resources. The whole flower growing and honey industry is out of balance. If it was balanced, there could be more water allowed per day of work because it wouldn't be as important anymore, and it could be used for more mundane things such as cooking and cleaning.
I would also include the possibility of voluntarily playing child characters who have parents. No one would be forced into playing a child or a parent, but those who wanted to do it could do it.
Then one thing we could have that I really like from FTO is mines. In mountain/hills locations, people could dig tunnels and randomly discover veins of ores and gems. The veins would have a limited yield, after which they would be depleted. Some locations would have higher chances of finding specific veins, but these chances would be hidden so people would have to discover things through trial and error. The mines should also require logs as support beams. That would make digging cost something instead of being free.
Then there's the combat system. I don't have a solution for that problem but the main problem is that drag and lock up, or hide in a building and run out quickly to hit people, then run back inside are too beneficial currently. The system should be changed in a direction so that you couldn't drag a person unless they trusted you or were subdued, and a group of people locked up in a room should be able to jump on a jailer and take his keys. For years a person has been doomed if they don't have a crowbar. Also it shouldn't be possible to be invincible just because you can click faster than other people. If people know that there's an attacker hiding in a building, they should be able to attack automatically when the person comes out, or at least prevent the person from returning inside until people can decide for themselves if they still want to attack. (This to avoid the problem where someone says through a window that they're not going to fight anymore, yet auto-attack wouldn't recognize that.) I think it should be possible to knock people out without putting them into NDS.
First of all, I think a lot of locations should be deleted because many are just copies of each other. Particularly Fu is too big. Even the coastline of it is too big, not to mention the insides.
All locations with no natural resources should either be nuked or planted with new resources, except maybe if they're necessary for traveling across a certain region, and even then it could be cut down to a few locations like it's done with the deserts on the old English islands. There are also too many vast forests that only have wood and nothing more. It would be better to replace all tundras with lakes unless there can be whole new resources for them, because otherwise once you've seen one, you've seen them all.
Also, too many resources are native to too many islands. I think each island should have at least one unique resource that only grows there and nowhere else, maybe excluding the smallest ones. The animals were made unique to each island, so why not the resources?
After excess locations were deleted, there would be too much space between the remaining locations, so the rest of the world should be condensed. This could be done by increasing travel speeds or adding more travel ticks.
Complex machinery like drills and cars should require spare parts and maintenance every once in a while or they would become unusable. So if some drill is sitting in an abandoned town, it should get rusty and require upkeep.
If cars were made to require maintenance then ships should also require the same. There should be dry docks where you can perform maintenance on a ship and it would require oil and sometimes wood. Ships that haven't gone through maintenance say within 5 years would gather barnacles in the bottom, which would slow them down. They could also develop a leak, which would require the person/people on board to actively bail out water or the ship would sink. People could invest in a bilge pump as a precaution so that they could empty the ship of water more efficiently. Currently ships require no maintenance at all and that makes them too good compared to cars that at least use petrol. Also if someone encountered a storm while at sea, they should lower their speed to 50% within half a day (or some other negotiable timespan) or risk damage to the sails.
Harvesting honey should be a manual project, not automatic. I've heard of people who set up long honey projects in abandoned towns, then come collect the spoils later on. Optimally all automated projects should require manual stages. Automation is only good in creating a delay but when there's no work involved, it's just free resources. The whole flower growing and honey industry is out of balance. If it was balanced, there could be more water allowed per day of work because it wouldn't be as important anymore, and it could be used for more mundane things such as cooking and cleaning.
I would also include the possibility of voluntarily playing child characters who have parents. No one would be forced into playing a child or a parent, but those who wanted to do it could do it.
Then one thing we could have that I really like from FTO is mines. In mountain/hills locations, people could dig tunnels and randomly discover veins of ores and gems. The veins would have a limited yield, after which they would be depleted. Some locations would have higher chances of finding specific veins, but these chances would be hidden so people would have to discover things through trial and error. The mines should also require logs as support beams. That would make digging cost something instead of being free.
Then there's the combat system. I don't have a solution for that problem but the main problem is that drag and lock up, or hide in a building and run out quickly to hit people, then run back inside are too beneficial currently. The system should be changed in a direction so that you couldn't drag a person unless they trusted you or were subdued, and a group of people locked up in a room should be able to jump on a jailer and take his keys. For years a person has been doomed if they don't have a crowbar. Also it shouldn't be possible to be invincible just because you can click faster than other people. If people know that there's an attacker hiding in a building, they should be able to attack automatically when the person comes out, or at least prevent the person from returning inside until people can decide for themselves if they still want to attack. (This to avoid the problem where someone says through a window that they're not going to fight anymore, yet auto-attack wouldn't recognize that.) I think it should be possible to knock people out without putting them into NDS.