Treasure, ho!

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Anthony Roberts
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Treasure, ho!

Postby Anthony Roberts » Sat Sep 04, 2004 1:17 am

Okay, so, this is a pretty STUPID idea, the way I have it planned - but I just want to get it out in the open, see what people think, and any adjustments that might make it better. However, I feel that this idea will -never- be in the game, because of memory constraints.

Alright, so, you have a large amount of BOOTY (No, not ass. Wealth.) and you want to hide it. You don't want to leave it locked away, someone could break in and take it, and you don't want to give it to someone - too valuable. So, why not bury it, like a Pirate? (Or other smart Cantarian.)

What if it were possible, using a Shovel, to dig a hole at the location you're at. When you use the shovel, you're given an X, Y coordinates box, to input numbers from 1 to 100 (Giving 10,000 possible locations) - After choosing the location, no one will see these numbers but yourself (Since you chose them), so then, after you finish the hole digging project, a temporary container is then found at the location. "Hole". You put what you want into the hole, then bury it. After you bury it, the container dissapears, and can only be accessable if you dig in the same place again. It would be interesting to find a treasure map, dig it up, and find loads of treasure :D

On the other hand: This system could also be used for burying bodies. There's 10,000 plots available, PER location, so the chances of running out of space for bodies is slim (For now). So, you'd choose a plot, and bury the body (After you dig it up, of course). Also, after say, 20 years, the body would decompose completly, to allow for constant ability to bury people.

Why would this system be good for burying? Well, you could bury possessions with the body, for one (Dig them up later when no one's looking ;P) - If you really wanted to preserve the body, you could build caskets to put the body in first, and bury it that way, to keep the body from decomposing completly. (Okay, I realise that in the ground the bones won't break down, and the casket won't help much, but I'm just 'making up' some Cantr mechanics ;)) - Also, it would be an interesting help to the Cantr economy, allowing businesses that sell plots to people, and make caskets to bury them in - for the wealthy, or something.

Then this, added on with some sort of memorial/tomb stone idea, it would make interesting grave yards and such.
-- Anthony Roberts
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SekoETC
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Postby SekoETC » Sat Sep 04, 2004 10:31 am

Yey, that sounds great. But as that includes a grid system, you could use it for other things too. Every time someone builds a house there is a chance it will cover a cache or a grave or several. We could define where houses are located within the area. But there is a trouble that most likely those areas we have now are not definately square shaped and even. So making it reasonable we would probably have to let go of the current travelling system. Which would change the game completely.
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Sparkle
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Postby Sparkle » Sat Sep 04, 2004 12:50 pm

This idea is pretty cool. This would be good especially for one of my characters who does alot of traveling and has only one place to store his things. If he could store his things in the ground in most of the locations he go to, his trading would be alot easier. 8)
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Pirog
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Postby Pirog » Sat Sep 04, 2004 12:57 pm

I agree with SekoETC.
The idea is good, but it should include everything else too, being a complete grid system.

But I really like the idea of being able to bury things like bodies, booty or whatever else you might find interesting.
Eat the invisible food, Industrialist...it's delicious!
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Anthony Roberts
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Postby Anthony Roberts » Sat Sep 04, 2004 2:13 pm

That's a good point, but that would cause problems.

- Since buildings can't be destroyed yet, whatever was buried under there will be gone forever (Or until the building is coded to be destroyed, or something.)
- Current buildings that are already created won't have a set location.

When I was thinking of this 10,000 grid system, I was thinking more like... this:

OOOOOOOOOOOOO
OOOOOOOOOOOOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOXXXXXXXXXXOO
OOOOOOOOOOOOO
OOOOOOOOOOOOO

This is only a 10x10 grid, just to take down the size. Now, the X's are where things could be buried, and is like, the centre of town, where everyone stands around and talks. The O's are buildings, and where the resources are.

It makes things simplier.

But, sure, I can see that if newer buildings took up location space, but only in the event that buildings can be destroyed or taken apart.

Such a system that is a grid where everything takes up room (Ie: Building a machine, storage, building, etc.) would just be too complex for current Cantr, and would take far too long - Such a thing would be reccommended for Cantr II 2.0, though, since that's a grid type system thing. Having two levels of grids could be interesting. The map is split into grids, and each location split into coordinates. Hmmm...
-- Anthony Roberts
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Pirog
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Postby Pirog » Sat Sep 04, 2004 4:20 pm

I don't know anything about programming, but shouldn't it be possible to change and adjust things like this if the system is upgraded?

I mean like if this burial system was implemented, it should be able to be incorporated in a more complex grid system further on...
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Gunther_01
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Postby Gunther_01 » Sat Sep 04, 2004 10:04 pm

Who says that implementing a grid system for hiding stuff means you need to implement a grid system for everything. Any graveyard could be next to the town, and besides, when you build something you'd want to avoid a gravestone wouldn't you?
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The Industriallist
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Postby The Industriallist » Sun Sep 05, 2004 3:56 am

While much preferring the current cantr system to anything involving grids, I have to poing out that they were talking about a general burying mechanic (see subject), so there wouldn't necessarily be markers. And a gravestone would be pretty expensive, some places.
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NetherSpawn
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Postby NetherSpawn » Sun Sep 05, 2004 4:18 am

I like the system for burying items, but not people. Glorifying corpses doesn't really make sense in Cantr. We shove them in the ground and that's that.
This sounds like a misuse of programming work, though. I can think of better things for the PD to spend its time on, like item deterioration. A grid system in general would turn Cantr from a perfectly fine 'game' into assorted-deities-know-what. If you could implement this for burying items ONLY and without drawing time away from more meaningful projects, I would favor it. Grids for anything else could be catastrophic.
"We will change our world forever. You will handle the arrangements."
NetherSpawn
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Postby NetherSpawn » Sun Sep 05, 2004 4:22 am

I just realized the titanic problem with making this change, which is that, in Cantr, there is no such thing as physical space/volume. Since any impingement on that is an attack on the foundation of Cantr, I will fight to the death anyone intending to violate it. I would like the burying of items system if it didn't defy utterly defy Cantrian physics, but... it does.
"We will change our world forever. You will handle the arrangements."
The Industriallist
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Postby The Industriallist » Sun Sep 05, 2004 5:22 am

Fighting Jos to the death is not a good proposition...Cantr 2.0 will have grid geograpy. It has been written. :cry:
"If I can be a good crackhead, I can be a good Christian"



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Gunther_01
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Postby Gunther_01 » Sun Sep 05, 2004 9:37 am

I'm sure that Almighty Jos, the Creator would not create a Grid system, unless it worked, and did not interrupt game play.
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The Industriallist
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Postby The Industriallist » Sun Sep 05, 2004 5:10 pm

Wrong. If you look at posts about 2.0, there have been things about resetting the world, about totally changing the basic nature of geography, and generally about making things not at all like they are now.

I don't think I like any of it (except maintenance, which is supposedly coming at about the same time), but my vote isn't significant.
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Pirog
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Postby Pirog » Mon Sep 06, 2004 2:08 pm

Although I would mourn the loss of my characters I think that a reset will benifit the game very much in a longer perspective.

If someone could come up with an idea to keep the current Cantr alive I would like to continue playing that too though :D
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SekoETC
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Postby SekoETC » Mon Sep 06, 2004 3:13 pm

Why couldn't they transmit charries to the new world? Like that old Cantr was going to explode, be hit by a huge comet, suffer a terrible ice age or something like that, so the wonderful people put their wise heads together and build a huge space ship to move the carefully selected people to the new Cantr. Wait, that sounds too much like that Applegate series I totally hate... Grr.
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