Swimming

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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Pilot
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Re: Swimming

Postby Pilot » Sun Nov 06, 2011 3:26 pm

Yes, slow paced game and if this might be a new possibility of suicide it could be slowed paced too no? You check to see if your char is hungry or wounded, same here.
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SekoETC
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Re: Swimming

Postby SekoETC » Sun Nov 06, 2011 3:32 pm

I think it should only be possible to swim short distances, like from Shortinazy to Longinazy or to check out a boat floating right outside the town. A person could automatically stop to float if their tiredness reaches 100% but I think it should be possible to drown somehow.
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Re: Swimming

Postby Snickie » Sun Nov 06, 2011 4:22 pm

Treading water costs energy iRL too, though. Tiredness should neutralize itself when treading water...what I mean by that is if you start treading water at 45% tiredness, you stay at 45% tiredness (or maybe lose 1 or 2% per hour) until you decide to either get out of the water or continue swimming. Treading water could also increase strength, but at a fraction of the rate, and I think that you should be much more vulnerable to ranged attack when treading water.
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Re: Swimming

Postby Piscator » Sun Nov 06, 2011 4:35 pm

I would suggest that both swimming and treading water drains your energy, so that you can't stay in the water infinitely. When tiredness reaches 100%, your health would start taking damage instead.

If swimming would increase your strength, so should walking in my opinion.
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Re: Swimming

Postby RedQueen.exe » Sun Nov 06, 2011 5:40 pm

Doug R. wrote:***NEW SUGGESTION***

Why not have a swimming activity that can be performed in harbors, landing stages, and sea/lake locations. Doing the swimming activity trains strength but costs tiredness.


This is the only part that I like. It is not reasonable that any cantrarian could actually swim any distance noticeable enough to be worth implementing the ability for people to move through water like ships.

If you want to make some sort of flotation device, on the other hand... maybe. There is still the problem of sleeping, but I guess it would make sense that cantrarians could swim while "sleeping" in any sense of the term that cantrarians DO sleep, since they can already work and do everything else while sleeping.
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Re: Swimming

Postby MelloYell » Sun Nov 06, 2011 5:50 pm

someone made one of my chars a "tire" to use as an inner tube.
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Re: Swimming

Postby Pilot » Sun Nov 06, 2011 6:16 pm

MelloYell wrote:someone made one of my chars a "tire" to use as an inner tube.

:lol:
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Re: Swimming

Postby Snickie » Sun Nov 06, 2011 6:40 pm

I was also going to suggest an "inner tube" that would help decrease tiredness, especially when treading in water, but I ran out of time last time. It'd be made out of rubber, of course, and I guess we could substitute with the tires that already exist (unless they have metal too). It wouldn't be an extra project,...it'd be like improving roads with wheelbarrows, or burying with a shovel, if you get what I mean.
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Re: Swimming

Postby SekoETC » Sun Nov 06, 2011 7:43 pm

If someone floats on their back (or in fetal position, but then they would have to change positions to breathe in) they won't need to move to stay afloat and thus should regenerate energy.
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Re: Swimming

Postby Piscator » Sun Nov 06, 2011 8:58 pm

This may be, but it wouldn't make much sense if a person could stay afloat until their provisions run out. You could stay alive for a decade this way.
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Re: Swimming

Postby Doug R. » Sun Nov 06, 2011 9:45 pm

RedQueen.exe wrote:
Doug R. wrote:***NEW SUGGESTION***

Why not have a swimming activity that can be performed in harbors, landing stages, and sea/lake locations. Doing the swimming activity trains strength but costs tiredness.


This is the only part that I like. It is not reasonable that any cantrarian could actually swim any distance noticeable enough to be worth implementing the ability for people to move through water like ships

I agree. You're over-complicating this to death. When you reach 100% tiredness, the project is over. Simple enough, provides a strength benefit, and role-playing supported by mechanics. Everyone wins.
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Re: Swimming

Postby Piscator » Sun Nov 06, 2011 10:46 pm

Actually, the ability to swim and float would come in handy if we ever got around to implementing sea battles or plane crashs, so I wouldn't dismiss the idea too easily. It would also provide an emergency measure to reach a boat you can't dock to.
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Re: Swimming

Postby madfish » Sun Nov 06, 2011 10:57 pm

On the same sort of idea of using swimming as exercise you could maybe give the same benefit to those using bikes, tandems etc. and just walking.
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Re: Swimming

Postby RedQueen.exe » Mon Nov 07, 2011 12:06 am

Piscator wrote:Actually, the ability to swim and float would come in handy if we ever got around to implementing sea battles or plane crashs, so I wouldn't dismiss the idea too easily. It would also provide an emergency measure to reach a boat you can't dock to.


In that very specific circumstance when sea battle mechanics and ship destruction is in place, I would find it a little more palatable only because you could reasonably stay alive long enough for another ship to rescue you. And that is if you make it possible to board a ship while swimming. I don't think it is really reasonable that someone could swim back to shore after a shipwreck in the majority of cases.

Since it would then be tied closely to the sea battle mechanics, I would rather see swimming rolled into the discussion of sea battle mechanics rather than standing on its own.
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Re: Swimming

Postby Doug R. » Mon Nov 07, 2011 12:33 am

Why do we want to roll this simple concept into a sea battle mechanism that is not being considered at any level of staff? Are we trying to kill this?
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