Battlesuit exoskeleton. (dumb idea that maybe isn't)

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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Cogliostro
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Cogliostro » Thu Mar 25, 2010 7:04 pm

DougR brought up some great points. Imagine a battlesuit character in the middle of a town, versus many normal characters. The latter are going to win, they can pop in and out of buildings to get healing food and escape being hit back.

So, it would then seem much more reasonable to add to our vision a new detail, something like "if you're a normal character hitting a battlesuit character, you have almost 0 chance to cause damage to him or the suit." And you'd need a suit of your own to fight him properly, on equal footing. Meanwhile, although normal characters can easily run away from the battlesuit guy (to hide inside), he is free to break locks for his buddies, and free to hit whoever he pleases if he ever catches them outside. If you think about it, that could be quite an interesting dynamic in practice! Something new and unexpected in the middle of the tired old combat strategies we all know and hate.

Big thanks to Turtle_jay, if we can just disregard the guns for a sec, isn't that the cutest thing you've seen in the suggestion forum since forever?

Image

I think a see a binoculars on a steel pole there, it'll be easy to fill in the battle suit build requirements now... Steel, circuitboards, binoculars, lots of leather padding...
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby BZR » Thu Mar 25, 2010 7:31 pm

Piscator wrote:You know that we already have a skill system in place, do you?

This system is retarded so no wonder he forgot about it :wink:

Also, this battlesuit seems to be a strange fix to problem of cantr's hit and hide warfare. Can't we think of anything better?
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Cogliostro » Thu Mar 25, 2010 7:44 pm

BTW, wouldn't it be hilarious if this suggestion or something similar managed to cause an actual technological arms-race in Cantr? Let's say you're a small town on the coast next to some big empire. You pretty much know they're working hard to make battlesuits, and that if they make enough of them before you make some of your own, your town is doomed. How many do you make, too? They're ultra expensive, but then if you have just one or two and the other guys come down and there are 5 of them in suits, they're going to win the battle, all other things equal, unless you really luck out. The battle would go as 3 chars vs 5 chars, and no moving from place to place, a continuous close quarters clash. It'll really depend on the cohesive strategy and the combat skills of the guys on both sides. Whatever happens, the defenders and attackers both will have to fight risking their lives, because they can't escape from the battle without outside help, and can't go back to the ship or car for more healfood like their agile suitless buddies can. If no one takes care of them, the suit guys are really vunerable to enemy suits once deployed. (I'm already picturing there being a rule like this: "Deployed suits can EXIT a building or ship, but can't go back IN, on their own."

Then there's the whole dilemma of "who should be in the suits???". Obviously not the town leader with all the keys. But who can be trusted with this kind of "atomic" invincibility? Who can guarantee the guy won't go insane and turn on his own bosses? This could lead to some fun developments.

And a cute part too is that, even if you have ten suits built up and ready, but don't have anyone you trust as a town leader, you're screwed again. If the attackers are more numerous and organized, they'll win, you might as well surrender outright. Or else, after the smoke clears and the losers are destroyed along with their suits, the hapless peasant population will get to crawl out of their buildings and beg the conquerors to spare their lives. Ahhhh, dream on, Cogliostro.
Last edited by Cogliostro on Thu Mar 25, 2010 8:21 pm, edited 1 time in total.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Mafia Salad » Thu Mar 25, 2010 8:21 pm

I really like this suggestion. It creates different roles in combat beyond the key person, the crowbar person, and the screwed person. It also makes teamwork necessary and would just be really fun to RP around.
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Cogliostro
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Cogliostro » Thu Mar 25, 2010 8:31 pm

Yeah, guys, it was a dumb idea in the beginning but I think by pooling "everything said and thunk" together, we may have just thunk up something pretty good.

I want to restate some of the rules/ideas that have emerged out of discussion and seem important but that weren't reflected in the OP:

- A deployed battlesuit character can always exit a building or vehicle they're in, but cannot enter it back (has to be undeployed first).
- If a deployed battlesuit warrior is killed, the very expensive battlesuit he is wearing is always destroyed. (we're throwing away my foggy original suggestions about there being "suit damage tracking" thanks to this)
- A normal character has almost no chance at all to cause damage to a deployed battlesuit character.
- All combat continues to be calculated according to the existing system beyond that. I don't see a need for any special defense bonuses like we were discussing in the beginning. When it's "Battlesuits VS Battlesuits", the weapons and character combat skills of the guys in the suits will be important factors. So will whether they have someone without a suit taking care of them: feeding them healing foods, bringing tea, coffee for the warrior, telling bedtime stories. :D
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Dudel » Thu Mar 25, 2010 8:48 pm

This suggestion, like most of those by the OP, pushes Cantr toward combat and closer to a game experience rather than an RP experience.

I ask you, the players, which do you ACTUALLY WANT?

If you want more game than RP, pick this. There will not be "more RP" because one dude in a group of six can't move. This guy is simply a new brick wall that should be moved around but otherwise is a bitch to try and climb.

You'll get one guy, a guard and not the leader, sitting in town with this thing just pouncing on people who do shit wrong. Or you'll get that one guy who's in the car who hops out, grabs the leader and pushes him into the car he left (where evil dude's homies are) only to remain in town to smack at anyone else considered to be a threat.

There would be no arms race, either. Towns who were already stocked would have these things up and going before you could sneeze, leaving everyone else "SOL". Anyone with a "big army" (or as big as Cantr gets) would QUICKLY unbalance what is there.

Not to mention the horrid tech jump and the fact that Cantr doesn't allow for "armor" (mechanics again).

I'm starting to wonder if you are being honest or just trolling, now.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Turtle_jay » Thu Mar 25, 2010 8:58 pm

This is more a vehicle than actual armor.
And I see actually quite a few ways that this would make RPing so much better. Combat is not always bad for RPs, and we get plenty of combat in Cantr already. (and I tend to see some of the Best RPing happen during combat)
But what if that combat was more like real life? Where you had to have people do this weird thing like 'helping each other' with more than just dragging. (as opposed to the combat style of 'on fool with a good weapon and a van of healing food')
It would bring up a support system for battles, supporting the armor, keeping ground support alive... etc.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Cogliostro » Thu Mar 25, 2010 9:25 pm

Dudel, I gotta remind you of two things. First, that RP means playing roles. The more exciting we can make the possible roles in the game, the better for everyone. By far not everyone gets a battlesuit, but every clueless newspawn will dream of having one "someday", and eagerly take up the craptastic gruntwork role offered to him by a clever town leader in the meantime. These sorts of dynamics are as important, if not more so, than the actual combat itself which is, everyone agrees, pretty goofy in Cantr. The point is that gathering resources, stockpiling, manufacturing are all a means to some end in the player's minds; the suit represents that end mechanically - battle invincibility! Who doesn't want it? Of course, it has its own secret caveats that were already discussed here, but the players imagination and ego will be fired by the inherent promise, the actual possibility of ultimate power over others through technology. That's one really critical thing the game currently lacks, consider how useless all the current top-of-the-line war equipment actually is gameplay-wise in Cantr. Having it all literally gains you almost nothing, because you are still limited by the same thrice-overnerfed goofy and unfair combat rules that I ranted about here many times in the past. I'm striving in my own small way to find a solution, something that could resurrect a feeling of danger and opportunity in the heart of the Cantr universe. Please remember, RP means role play - every which kind of role that excites you is valid.

The second thing I want to remind you is that the Dudel theory about "what Cantr is" is of no particular interest in the context of this particular discussion. I hope you understand, because theories are good things to come up with in the right place and time. What would be really, really useful is if you can come up with more "negative' scenarios (as detailed as possible) about how the battlesuits we were discussing are going to turn Cantr into a miserable place throughout, what the true abuse potential is, etc. etc.

You pointed out so far that the distribution of resources is very uneven and some towns/empires will gain a fast upper hand in the battlesuit arms race I was dreaming. It's true, but that is a positive thing, isn't it? Described was the realistic shifting of power and its consolidation into central points of authority, very much a sociological matter of fact. The goofy combat system is one of the reasons why this process is constantly thwarted in Cantr. In your "Cogliostro wants a dystopia, we all want dollhouse-RP" view, something really important has been left out, namely that power struggles summoned out of instability have three natural phases: a restructuring to adapt to new conditions, a shootout, a shoutout (survivor roll-call). You speak of it as if it will be a continuous, neverending "shootout". But that's not true, I believe. We can expect, it seems to me, that after dominant forces emerge and assert themselves, they will try to establish control over the conquered towns and of necessity work to set up their own production and infrastracture there, if they wanna keep on expanding their evil (or illustious, matter of perspective) empire by making more and more expensive battlesuits and vying for dominance with other world powers.

From the empire's point of view the society becomes stratified, cut in two: people with their own battlesuits who are a threat (or possible ally) and the peasants, who are a resource to be worked, milked by the empire. So, if you want to listen to me, we can certainly expect life to be back to its normal doll-house affect in all those conquered towns after the hypothetical battlesuits wars sweep the land. The towns will no longer be free, unless they can militarily defend themselves, but all in all the rustic life of the "peasant" in the periphery will continue pretty much unchanged, and as I see it, nothing will have been lost. And much cool stuff gained!
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Dudel » Thu Mar 25, 2010 10:18 pm

Cogliostro wrote:Dudel, I gotta remind you of two things. First, that RP means playing roles. The more exciting we can make the possible roles in the game, the better for everyone. By far not everyone gets a battlesuit, but every clueless newspawn will dream of having one "someday", and eagerly take up the craptastic gruntwork role offered to him by a clever town leader in the meantime. These sorts of dynamics are as important, if not more so, than the actual combat itself which is, everyone agrees, pretty goofy in Cantr. The point is that gathering resources, stockpiling, manufacturing are all a means to some end in the player's minds; the suit represents that end mechanically - battle invincibility! Who doesn't want it? Of course, it has its own secret caveats that were already discussed here, but the players imagination and ego will be fired by the inherent promise, the actual possibility of ultimate power over others through technology. That's one really critical thing the game currently lacks, consider how useless all the current top-of-the-line war equipment actually is gameplay-wise in Cantr. Having it all literally gains you almost nothing, because you are still limited by the same thrice-overnerfed goofy and unfair combat rules that I ranted about here many times in the past. I'm striving in my own small way to find a solution, something that could resurrect a feeling of danger and opportunity in the heart of the Cantr universe. Please remember, RP means role play - every which kind of role that excites you is valid.


If you honestly want to improve RP quality and give roles a value how about you give current absolutely worthless rules a value. Examples:

Tailor
Jeweler
Musician
Artist
Poet
General all around Story Teller
Monk
Priest
Whatever
etc

Edit: Carpenter, blacksmith, boat maker, doctor, politician (not town leader), farmer, lumberjack.....

Combat is NOT where you start in qualifying RP roles for RP sake. You mean to say Cantr is an RPG and you are correct, however you are confusing others by stating "RP" (The written part of Cantr is what they want) when this is not your meaning at all. Don't talk to me about what "RP is" and what "RP isn't". To "play a role" is not true RPing. If such the case you are RPing just by being on the forum. This is a technicality and should be voided.

People want more of the written and this mechanic takes AWAY from that, not adds to it. Why? Cause now people have to be even more moving and clickfesty (your word from time before) in order to be specific as to targets, buildings, etc. You are only adding more "combat options" (which will end up being dragged back to their typical behaviors) rather than adding any RP. These are different things!

And as the combat system is "goofy" adding more things to add to the "goofyness" also solves nothing. Instead you just get more assbackwards combat except now with uber weapons.

The second thing I want to remind you is that the Dudel theory about "what Cantr is" is of no particular interest in the context of this particular discussion. I hope you understand, because theories are good things to come up with in the right place and time. What would be really, really useful is if you can come up with more "negative' scenarios (as detailed as possible) about how the battlesuits we were discussing are going to turn Cantr into a miserable place throughout, what the true abuse potential is, etc. etc.


Several were given by more than myself, it is redundant to repeat them.

And what "Cantr is" is a very valid argument. If you want Cantr to be a certain thing you add or take certain things from it and vise versa. More combat mechanics pushes Cantr closer to game and further from RP environment. Cantr players, by their very statements to me, state they DO NOT WANT THAT.

You pointed out so far that the distribution of resources is very uneven and some towns/empires will gain a fast upper hand in the battlesuit arms race I was dreaming. It's true, but that is a positive thing, isn't it? Described was the realistic shifting of power and its consolidation into central points of authority, very much a sociological matter of fact. The goofy combat system is one of the reasons why this process is constantly thwarted in Cantr. In your "Cogliostro wants a dystopia, we all want dollhouse-RP" view, something really important has been left out, namely that power struggles summoned out of instability have three natural phases: a restructuring to adapt to new conditions, a shootout, a shoutout (survivor roll-call). You speak of it as if it will be a continuous, neverending "shootout". But that's not true, I believe. We can expect, it seems to me, that after dominant forces emerge and assert themselves, they will try to establish control over the conquered towns and of necessity work to set up their own production and infrastracture there, if they wanna keep on expanding their evil (or illustious, matter of perspective) empire by making more and more expensive battlesuits and vying for dominance with other world powers.


Give it 3 RL months and you're back to the same demo you have now. A steady typical guard with specific people equipped with specific weapons in order to protect certain people. Once the tech level is reached, again, you're back to what you seem to despise so much. With even more time (A RL year, maybe?) everyone and their mother would have one of these things and you'd be back to square one, solving nothing.

This would be like taking things back to the "olden days" where iron stuff was apparently more rare. Eventually it wont be and you get the same thing you have now, except with different groups in power. Not a very good change in game dynamic is it? A change in social dynamic, maybe, but a game mechanic should change game dynamic which MIGHT change social dynamic.

AKA: A change in game mechanics that forces players to play the game in a different way. This suggestion does no such thing.

The suit just adds something extra which unbalances what is already there.


From the empire's point of view the society becomes stratified, cut in two: people with their own battlesuits who are a threat (or possible ally) and the peasants, who are a resource to be worked, milked by the empire. So, if you want to listen to me, we can certainly expect life to be back to its normal doll-house affect in all those conquered towns after the hypothetical battlesuits wars sweep the land. The towns will no longer be free, unless they can militarily defend themselves, but all in all the rustic life of the "peasant" in the periphery will continue pretty much unchanged, and as I see it, nothing will have been lost. And much cool stuff gained!


This is the same as it is now. No different than that one or two guys out in the woods kidnapping random people or whatever and the "neighboring empire" dealing with it. The Blackrocks had a NEAR IDENTICAL situation not long ago. Kiii had a situation like that with someone in Salt Desert. Know what happens in Blackrock society when you "demand freedom"? Ask whoever plays Pitor II, they'll tell you exactly what happens. Heck, anyone in Zuzi could tell you what happens when someone "goes against the grain".

Again, you are changing nothing at all... except maybe some battle mechanics. The worlds dynamic does not change and, in fact, you are simply making Combat (what most players wish to avoid, anyway) more tedious and filled with micromanagement.

Also note that very very statement earlier of "If this gets rejected I'm just going to suggest it again" is, in itself, a trolls statement. As well as suggesting I like "Cantr to be my doll house" which is not the case if you read more than your own threads. You can not "discredit me away".

Thank you very much, troll.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Cogliostro » Thu Mar 25, 2010 10:36 pm

Hey now, when I penned the original post, I did not exactly set out to save Cantr from itself and cure AIDS, all in a day's work. I just thought it might be wicked to have fucked up robot battlesuits, you know?

And it would be pretty damn wicked, if you think about it. I'm perfectly content with that amount of wickedness. Your motherly missives about "RPing (whatever Dudel's definition of it is) versus Gaming" remain as unconvincing as ever, unfortunately. I say that whoever divides "playing" and "playing a role" has no psychological insight into either.

You can be the one to save the world and make playing a "monk poet whatever" exciting! Don't let anyone stop you.
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Dudel
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Dudel » Fri Mar 26, 2010 1:51 am

Cogliostro wrote:Hey now, when I penned the original post, I did not exactly set out to save Cantr from itself and cure AIDS, all in a day's work. I just thought it might be wicked to have fucked up robot battlesuits, you know?


Funny, the OP has been changed to remove notions as which you now say otherwise. :lol:

And it would be pretty damn wicked, if you think about it. I'm perfectly content with that amount of wickedness.


On that grounds alone multiple suggestions have been rejected. "It'd be cool," has no point in a suggestion. However you are correct, it would be very cool to see... if not horrible horrible destructive to the current game environment on a very real and drastic level.

Your motherly missives about "RPing (whatever Dudel's definition of it is) versus Gaming" remain as unconvincing as ever, unfortunately. I say that whoever divides "playing" and "playing a role" has no psychological insight into either.


Trolling, again... but I'll humor you.

Role playing vs playing a role are vastly different to the majority of people. As I've said in other threads, it is Cantr players who are the small sect which is confused as to their differences.

viewtopic.php?f=1&t=19278

You can be the one to save the world and make playing a "monk poet whatever" exciting! Don't let anyone stop you.


Off Topic BUT the game mechanics should support the roles and make them more appealing to others.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Turtle_jay » Fri Mar 26, 2010 8:15 am

Dudel, please stop the pointless personal attacks. Calling people trolls because you do not like their idea is terrible forum etiquette.
Knowing that the people posting have been members for years, and have shown they actually care about Cantr by forum posts... At that point calling someone a troll either means; you distrust everyone, are a complete idiot, or just want to ignore a persons argument and count them worthless.
None of these reflect well on you or the forum.
Please don't resort to the level of common politicians. Mud throwing is only fun for them.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby EchoMan » Fri Mar 26, 2010 8:40 am

Natso wrote:
Piscator wrote:You know that we already have a skill system in place, do you?

Indeed. But you could call this Kung-Fu and get +5 damage to attacks, and teach the technique to your followers in your dojo. Doesn't that sound exciting? :lol:

Wax on, wax off!
Cogliostro
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Cogliostro » Fri Mar 26, 2010 4:18 pm

Let's talk more about how it "would be horribly destructive" to the game environment, that could be important to think over.
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Re: Primitive battle exoskeleton. (dumb idea that maybe isn't)

Postby Armulus Satchula » Fri Mar 26, 2010 5:10 pm

I don't like this idea one bit.

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