Balancing Skills and Spawning

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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Yömyssy
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Postby Yömyssy » Fri Apr 20, 2007 2:33 pm

I personally like the spawning as it is.. as said already, that was waaaay too complicated..

nothing to add. probably..
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Redbeard
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Postby Redbeard » Fri Apr 20, 2007 5:40 pm

Solfius wrote:... they will be caught by the players department as any groups of 3 or more characters belonging to the same player is investigated as it's against the capital rule


I had the PD question me about only 2 characters in the same location. Maybe they ran out of people with 3 characters to check up on.

I think it would be virtually impossible to group characters together in one location without the PD knowing and reacting. I do however worry about players teaming up and planning OOC strategies.

This is a role playing game and not a war game... there isn't winning involved in the process... unless survival is winning...
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Solfius
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Postby Solfius » Fri Apr 20, 2007 10:48 pm

Cantr can be played as a strategy, and I tend to approach it from a strategy point of view rather than a roleplaying one.

Cantr is more than a roleplaying game, it is a mix of several styles, including strategy, and that is part of what makes it unique.

As for winning, that is all dependant on player goals, so yes there is winning, but only if you have goals to follow.
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A Neo Irony
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Postby A Neo Irony » Fri Apr 20, 2007 11:04 pm

The only part of this suggestion I liked was the ability to see how quickly you are raising a skill. It would be nice to know if I'm going to suck at chopping down wood forever or if I'm a natural at sticking pieces of hide together.

Granted, skills shouldn't be something you can raise overnight, but most people can tell what they're good at learning. Not to mention it'll help with character development. Mostly because characters will actually (get this) develop. You can actually roleplay learning something new.
shapukas
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Postby shapukas » Sat Apr 21, 2007 6:34 pm

Thats a great thing. You could be a a good worrior from the nature, but further practis would give you nothng useful. But you could be a lowsy smith, but very good at learning the skill.
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Nakranoth
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Postby Nakranoth » Sun Apr 22, 2007 3:59 am

I personally think that's at least sort-of already acieved simply by "having learned" your skills by twenty...
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sem
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Postby sem » Mon Apr 23, 2007 11:15 am

If the spawning skills were to change I'd suggest something simple, like half the average of the current skills of the parents. This would lead to a gradual increase in skills that were used in a particular location, while still leaving room for newspawns to develop. Newspawns wouldn't have any skill higher than 'efficient' (assuming 'efficient' is half of 'expert'). Those skills that aren't used at that location would start to atrophy.

Perhaps one skill could occasionally be randomly set to allow for some variation, but most variation would come from visitors from areas where other skills were important.
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SekoETC
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Postby SekoETC » Mon Apr 23, 2007 12:58 pm

If skills used in the beginning would improve faster than things learned later in life, things might be a bit more logical than currently. I have some characters expert in fishing when they've never done it in their whole life, exept to try it once out of my curiosity to learn their skill level.

It was strange to notice that the first characters to spawn on the Finnish region were all expert in farming and hunting, I was starting to think there's some bug in the system but with later skill discoveries, more differences started appearing.
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