Force march

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NiKnight
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Force march

Postby NiKnight » Sun Dec 10, 2006 3:09 pm

I hope that wasn't suggested before :)

I'm not sure it is translated correctly. In polish its "marsz forsowny", some translators translate it to: trudge.


Now our characters can travel with maximum speed od 100%, i propose to incrase it to 150% but, for example: every 2% more than 100% will "cost" 1% of tiring every hour.

Same can be with vehicles, but this should be implemented after repairing of buildings and vehicles will be done. And of course vehicles (only land vehicles, ships shouldn't sail quickly than the 100% of their speed) will be breaking quickly when speed is >100%.


Almost all polish players in polish thread ( http://www.cantr.net/forum/viewtopic.php?t=11627 ) like this suggestion.

What do you think about it? :)
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Rand
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Postby Rand » Sun Dec 10, 2006 4:08 pm

I wish walking stick would help you walk... Maybe give you a 5% boost or something like that
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Postby west » Sun Dec 10, 2006 4:36 pm

Been suggested before. But that's okay; it's not a bad idea.
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Nosajimiki
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Postby Nosajimiki » Sun Dec 10, 2006 7:25 pm

I kinda like it, although I think the best english translation would be jog or run :D .

Only problem I see is that I think it would give a newspawn thief a bit to much of an advantage if he could run faster and force his presuer to tier quicker while trying to attack him. IMO I think newspawn thieves are too problematic to catch as is, especially when you compare them to how easily a well armed man can be draged away and murdered at your own convienience.

It would probably be more interesting if running and riding a bike faster forced you to use more food, and when fuel is added for cars, more gas, or petrol or what ever the resource is going to be called. This way, presuers with a good stockpile of food would actually have an advantage when chaseing down unprepaired criminals.
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NiKnight
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Postby NiKnight » Sun Dec 10, 2006 10:01 pm

Nosajimiki wrote:I kinda like it, although I think the best english translation would be jog or run :D .


Who can run for two, three days? :wink:

Okay, Cantrians are different than humans, maybe they can :)


Nosajimiki wrote:It would probably be more interesting if running and riding a bike faster forced you to use more food, and when fuel is added for cars, more gas, or petrol or what ever the resource is going to be called.


I'm afraid that some players would cheat. They will travel with speed for example 120% and before "dinner" change to 100%. After eating (fuel consumption) they back to previous speed.
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Postby Jos Elkink » Sun Dec 10, 2006 10:18 pm

I like this idea :) ... Someone from RD can tell whether it messes up their balance with vehicles, though :) ...
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Nakranoth
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Postby Nakranoth » Mon Dec 11, 2006 12:48 am

Nosajimiki wrote:I kinda like it, although I think the best english translation would be jog or run :D .

I think hustle would better suit the walking version of it, an it would probably only actually add 10% to your top speed, but tire you out quickly at higher weights. Like this the lighter law enforcers, not burdened by stolen goods can easily catch and maul the burdened thieves.


NiKnight wrote:
Nosajimiki wrote:It would probably be more interesting if running and riding a bike faster forced you to use more food, and when fuel is added for cars, more gas, or petrol or what ever the resource is going to be called.


I'm afraid that some players would cheat. They will travel with speed for example 120% and before "dinner" change to 100%. After eating (fuel consumption) they back to previous speed.

That could simply be solved by forcing them to consume the extra every movment tick, but we still need the tiredness to be there too so that the newspawn thief doesn't just forget about their food consumption to end hungry at the end of the road.
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Nosajimiki
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Postby Nosajimiki » Mon Dec 11, 2006 9:45 am

Nakranoth wrote:That could simply be solved by forcing them to consume the extra every movment tick, but we still need the tiredness to be there too so that the newspawn thief doesn't just forget about their food consumption to end hungry at the end of the road.


I was thinking of basing your food consumption off of your fastest tick in a given day... if you ate every hour you'd get cramps :lol:

seriously though, which ever way is easier to empliment would work.

As for newspawn thieves, tiredness would only help them wair out guards, so if the road is short enough to run inspite of food, fatigue would not factor against it.
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Averus Wolfmaster
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Postby Averus Wolfmaster » Mon Dec 11, 2006 1:26 pm

I think we should not think will it help thieves, but will it help normal people and the answer is yes. If we will reject ideas just becouse they help thieves, then well... We are terrorized by them and we dont want that...
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Postby Sicofonte » Mon Dec 11, 2006 6:32 pm

In the suggestion of NiKnight, one cantrian tripping along at 125% would gain 50% tireness each hour (100% in 2 hours). Just one hour when walking at 150% before being absolutly tired.

How much can walk a cantrian when being 100% tired?

If s/he can't walk anymore (or can't walk faster than 100%), I think the NiKnight's suggestion is fair and won't cause any problems with thieveries.
Last edited by Sicofonte on Tue Dec 12, 2006 12:38 pm, edited 1 time in total.
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Nakranoth
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Postby Nakranoth » Mon Dec 11, 2006 8:56 pm

Right... so a charrie at 50% or less could go up to 150% but at say 75% tiredness moves at a max of 125% and at 90% or higher can't run anymore... so it auto slows them down... maybe even makes them walk slower by <5% just to further balance it out for the guards.
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Nosajimiki
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Postby Nosajimiki » Mon Dec 11, 2006 9:49 pm

Okay, I think I'm seeing how dramtic fatuge could work out fine. Give a guard or heavy presuer a chance to sprint up to somone who gets out of range so he doesnt loose him, or give a thief that quick boost to get out of range, but really open him up to an atttack if he doesn't make it. I like it!

I think we should not think will it help thieves, but will it help normal people and the answer is yes. If we will reject ideas just becouse they help thieves, then well... We are terrorized by them and we dont want that...


... I'm not sure if you are saying we shouldn't reject things just b/c they help criminals here, but if you are, I have no problem criminals in Cantr. I just think that, like every other profession it should be something you need to build up to to be successful at it. A successful cook needs a weapon, a cooking machine, and a fuel source. A successful gaurd needs a good weapon, a shield, and ussally a vehical and jailhouse key. A successful merchant needs a vehical and a stockpile of resources. A successful Pirtate needs a boat, a crowbar, and weapon and shield. A successful political leader needs a key to the city's storehouse. A steel works needs, well lets just say a lot :wink: . There is no proffesion that any Cantrian is spawned being well suited for. Newspawns need to either make, earn, or be given things to be successful at any vocation, so if a Thief is the one thing you can be as good at as anyone else from the day you spawn, the game needs to be ballenced against the success of this carrier choice, just to give it a proper level of challenge. Newspawn thieves need to be forced to coordate or plan a little to work out IMO. I'd personally like to see a way to drag them back to the main city and lock them up, but whatever.
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wichita
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Postby wichita » Tue Dec 12, 2006 3:35 am

Forced march is an appropriate term for it. I think I have suggested in RD discussions before as part of functional uses for clothing. It should fit into our plans for vehicle balance just fine if the forced march increases tiredness or hunger.

If ProgD can code it, I would like to see it.
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