Idea for Resources

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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RyceLandeer
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Idea for Resources

Postby RyceLandeer » Mon Apr 26, 2004 4:41 am

Right now all places with a specific resource all obtain resources at the same rate. Irl however even though 2 places have the same resource they in one place it might be harder to find or might not grow as quickly. For Example: City A Makes corn and lives on flat ground, City B makes corn but its a little rougher terain making harder to farm corn. So City A makes more corn than City B.

This could really start up trade between cities for example:
City A makes corn twice as fast as City B
City B makes stone twice as fast as City A

A trader from City A could travel to City B with 1000 Corn and come back with 1000 stone however if he would have stayed and gotten his own stone he could have only made 500 in the same time it took him to get 1000 in trade.

Product: Comparative Advantage

I believe this could make trade between cities a lot greater than the current system plus make it more life like. Now I know you have to consider travel time and all that but the those were just numbers I through out there. What do you guys think?
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kroner
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Postby kroner » Mon Apr 26, 2004 4:45 am

I think this would pose a bit of work for the programming department, but it's a very good idea.
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RyceLandeer
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Postby RyceLandeer » Mon Apr 26, 2004 4:47 am

alright I had a good idea for once!
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Anthony Roberts
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Postby Anthony Roberts » Mon Apr 26, 2004 12:22 pm

Yes, I like the idea too. But the Programming Department would have fun trying to do this, and they've got other things that are higher priority at the moment (Or so they say :P). Good idea, though.
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Snake_byte
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Postby Snake_byte » Mon Apr 26, 2004 5:08 pm

Wouldn't that limit the resourses? I mean if one produces less than the other then obiously they wouldn't last forever as they do now. I think all resourses in cantr now don't run out do they? Of course it would be more realistic which is what we're trying to do but I think I like more the way it is.
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Oasis
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Postby Oasis » Mon Apr 26, 2004 6:10 pm

Anthony wrote: and they've got other things that are higher priority at the moment (Or so they say :P


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Ash
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Postby Ash » Mon Apr 26, 2004 7:27 pm

Could also fit in with a weather system :?:
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Tue Apr 27, 2004 12:36 pm

i have a feeling something like this may be in cantrII mK2
ArcticCandle
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Postby ArcticCandle » Mon Aug 16, 2004 9:35 am

Andrew wrote:Wouldn't that limit the resourses? I mean if one produces less than the other then obiously they wouldn't last forever as they do now. I think all resourses in cantr now don't run out do they? Of course it would be more realistic which is what we're trying to do but I think I like more the way it is.


I do think they should figure this with weather, and natural over harvesting. People learn to gather just as fast in the enviroment they are born into.

I would think if they are to due this natives to the area should be given double or better than travelers. You take someone from the desert to gathering water, they will have better 'jars' and such normally then those who live near water resources. A forest people will be able to cut and get more wood out of the tree than the desert folk.

Just my two cents


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Just A Bill
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Time Dependent resources

Postby Just A Bill » Mon Dec 13, 2004 3:42 am

I would love to see some resources disappear/reappear based on weather/season. It would be rather difficult to do much farming in the dead of winter. Or think about a desert after a rain. Some places can go decades without water, but get one good storm and the desert blooms with many plants and flowers. This would be a great way to introduce new herbs/flowers on already inhabited islands. Others could have explored the location till they dropped of exhaustion, but if they were never in the desert after the rain they would have missed the resources. Hence nobody knows about them or what they do...
The Industriallist
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Postby The Industriallist » Mon Dec 13, 2004 4:42 am

Snake_byte wrote:Wouldn't that limit the resourses? I mean if one produces less than the other then obiously they wouldn't last forever as they do now. I think all resourses in cantr now don't run out do they? Of course it would be more realistic which is what we're trying to do but I think I like more the way it is.

There's no relation between the two. Obviously why? It's the rate of production that differs...

Comparative advantage is a good idea, definitely.

In a completely unrelated manner, I'm not too sure about resource depletion being a good idea. There are very few people in cantr right now. Not enough to stress natural resources any time fast if it were RL.
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Anthony Roberts
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Postby Anthony Roberts » Mon Dec 13, 2004 6:43 pm

The economy hasn't become economized, either, so when you look at it currently, we're not really using enough resources to make a difference.

Plus, we could always claim that space aliens (Or our God, Jos) replenishes the planet with more goodies.

It's a crappy excuse, but it works.
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nitefyre
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Postby nitefyre » Mon Dec 13, 2004 6:56 pm

Spectrus_Wolfus wrote:i have a feeling something like this may be in cantrII mK2


Jos made a post not so long ago about how the 2nd edition will just be an improvement of the first edition. If I understand correctly- and as trails are taken out of cantr, and map roaming is implemented: [and if I'm mistaken, this is my suggestion adaptation of this topic]

That resources will be plotted in fields (possibly overlapping) and if resources do have a maximum, there may be a particular field area rich in a certain resource and others with just a little of it, which may not only make the maximum quicker to reach in that area- BUT- the rate of collection of that material may be based on factors including the above mentioned
1) weather
2) region
3) availability/near reaching max value.

I wouldn't suggest adding anything like this UNTIL the freeroam is implemented. ;)

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