Spawnsacs

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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Leo Luncid
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Postby Leo Luncid » Mon Jan 21, 2008 6:41 am

Voltenion may have a point though. If there's nothing to explain how characters exist in Cantr just as much as there's nothing to explain how goblins and unicorns exist, wouldn't they both be considered magic-related (okay, so there are actually some explanations on some of these fantasy creatures [especially in Lord of the Rings, with its broad history and all] but they're all just as fictional as Cantr is).

But if we're to have an alternate way to come into life, spawnsacs wouldn't be very appealing, survey shows. We all come to tolerate and even like the way spawning is at the moment; if one is to change it, how is the Cantr world supposed to react? Or is it another one of those implementations that our characters again have to pretend as if it's been there all their lives?
shapukas
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Postby shapukas » Mon Jan 21, 2008 7:44 am

Leo Luncid wrote:.... if one is to change it, how is the Cantr world supposed to react? ...


How, how, how. Thats the will of gods :)
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joo
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Postby joo » Mon Jan 21, 2008 5:37 pm

Having the spawning process controlled on one end by other characters would take away from the free will of the new players on the other end... how would you feel if you knew that the spawning location of your new char was at the mercy of existing characters?

Maybe if a baby system was implemented, this could work (babies are made from sexual intercourse, the baby is kept until a newspawn "claims" it and then a real person (maybe a young child) hatches from it), but since characters start as adults, the growing-out-of-the-mud ideology works much better. It doesn't make sense for a twenty-year old adult to appear from an object that can be moved about by other characters.
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Doug R.
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Postby Doug R. » Tue Jan 22, 2008 12:47 am

joo wrote:how would you feel if you knew that the spawning location of your new char was at the mercy of existing characters?


My character wouldn't care, because they wouldn't know the difference.

I would like it, because it would increase the odds of my character being wanted where he spawns.
Hamsters is nice. ~Kaylee, Firefly
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joo
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Postby joo » Tue Jan 22, 2008 3:19 pm

Doug R. wrote:
joo wrote:how would you feel if you knew that the spawning location of your new char was at the mercy of existing characters?


My character wouldn't care, because they wouldn't know the difference.


Yes, but how would you care? as a player, especially if you were a new player. There are so many opportunities for abuse in this system that I will not even begin to list them...

This system would be mixing up the workings of characters in the game with the entry point of new characters, in which the only other factor besides the player's will should be automatic and impartial. The result of combining these two incompatible areas of cantr will not be benificial.
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Doug R.
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Postby Doug R. » Tue Jan 22, 2008 4:10 pm

joo wrote:Yes, but how would you care? as a player, especially if you were a new player.


It's right there in my post:

Doug R. wrote:I would like it, because it would increase the odds of my character being wanted where he spawns.
Hamsters is nice. ~Kaylee, Firefly
Snake_byte
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Postby Snake_byte » Mon Oct 26, 2009 4:27 am

Doug R. wrote:
The dynamics that determine spawning would be about the same, in that the number of spawnsacs a location has is determined by the number of people (so the odds of getting a newspawn would be theoretically unchanged from the system as it is now). However, I suggest that spawnsacs don't form until a location has been constantly inhabited by at least two people for a period of time.

Spawnsacs would be linked to their location of origin. If a location has 10 people, let's say they'd qualify for 5 spawnsacs. If the population dropped to 8, one spawnsac would die after a certain period of time.



I agree with most of this but it shouldn't be random and automatic. Instead, it takes a project that must be done indoors, requiring Min+Max 2 people, lasting 1/4 yr (5 days) to make the spawnsac, then 3/4 yr (15 days) incubation or more (like growing herbs), then spawning. Times don't really matter, it's the overall idea... Also, make it killable with resources.
But then again that would be like a project to create an animal... Which might not be possible right now.
However it may cause a waiting list of players waiting to spawn... Which I see being a BIG problem for Noobs. I could wait but someone new may not have that kind of patience.
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Doug R.
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Postby Doug R. » Mon Oct 26, 2009 12:47 pm

Yes, a project to make them, or if not directly make them, to create something that in turn creates them.

I've since decided the idea of a spawnsac is too pod-peopleish. Better might be the construction of special spawn-nodes that increase a town's odds of attracting newspawns. Each node would boost the town's probability, and when they get a newspawn, the nodes are destroyed.

Benefits:

Utilizes the current (or future) spawn system
Is asexual
Increases odds of newspawns where they're wanted
Hamsters is nice. ~Kaylee, Firefly
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Dudel
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Postby Dudel » Tue Oct 27, 2009 4:35 am

Oh oh oh AND, to shut people up, the "spawn nods" could be language specific! OMG WTF did I just make that work!? :shock:
Snake_byte
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Postby Snake_byte » Tue Oct 27, 2009 6:14 am

Doug R. wrote:Yes, a project to make them, or if not directly make them, to create something that in turn creates them.

Each node would boost the town's probability, and when they get a newspawn, the nodes are destroyed.

Benefits:

Utilizes the current (or future) spawn system
Is asexual
Increases odds of newspawns where they're wanted


This is an even better idea except that it may need to produce more. If the node worked with an accelerated disintegration system... *Raises an eyebrow pulling his chin hairs*
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chase02
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Postby chase02 » Tue Oct 27, 2009 6:46 am

Dudel wrote:Oh oh oh AND, to shut people up, the "spawn nods" could be language specific! OMG WTF did I just make that work!? :shock:


Be careful this can't be exploited to produce non-local language spawns en masse to annoy certain towns, then. ;)
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Snake_byte
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Postby Snake_byte » Tue Oct 27, 2009 9:11 am

I understood language specific as only being able to be made in that language area...
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Andu
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Postby Andu » Tue Oct 27, 2009 11:32 am

Snake_byte wrote:I understood language specific as only being able to be made in that language area...

English characters should only be able to make English nods, and the same with the other language groups.
But I have no idea how that would be coded. Language-specific projects? :?
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Snake_byte
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Postby Snake_byte » Tue Oct 27, 2009 11:58 am

Now would that mean that an english would be able to build one on lets say polish land?
-I say nay...
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BZR
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Postby BZR » Tue Oct 27, 2009 2:08 pm

Just change the current system to count only chars in their thirties or older... the problem of sailors leaving newspawns would disappear.

And I've got a piece of advise for people complaining on low population density - just make some evil chars and raid locations where are few people.

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