Spawnsacs

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Postby Doug R. » Tue Oct 27, 2009 4:29 pm

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


Except for all those sailors over thirty.

Andu wrote:
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.


Yes.

Snake_byte wrote:Now would that mean that an english would be able to build one on lets say polish land?
-I say nay...


That's how it is now.

chase02 wrote:Be careful this can't be exploited to produce non-local language spawns en masse to annoy certain towns, then. ;)


They would be destroyable.
Hamsters is nice. ~Kaylee, Firefly
Snake_byte
Posts: 2134
Joined: Wed Apr 14, 2004 7:12 am
Location: Quebec, Canada

Postby Snake_byte » Tue Oct 27, 2009 11:42 pm

Doug R. wrote:
chase02 wrote:Be careful this can't be exploited to produce non-local language spawns en masse to annoy certain towns, then. ;)


They would be destroyable.


Doesn't that bring up another problem that's been discussed recently? Inability to make things destroyable...
Image
My old banner ;)
User avatar
BZR
Posts: 1483
Joined: Wed Aug 02, 2006 5:44 pm
Location: Poland

Postby BZR » Wed Oct 28, 2009 12:54 am

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


Except for all those sailors over thirty.


Actually not.

It would prevent the situation:

1. Sailors arrive
2. They "create" newspawns, some are active some are sleepers.
3. They take active with them, they leave sleepers because they sleep
4. Sleepers spawn new chars who are active and we have a multilingual city.

Even if sailors left active newspawns, there's a big chance they would move somewhere or simply die before reaching thirty.

If we combine it with another restriction, like 5+ chars are needed for spawning, it would fix the problem in 99.9% of situations.
Snake_byte
Posts: 2134
Joined: Wed Apr 14, 2004 7:12 am
Location: Quebec, Canada

Postby Snake_byte » Wed Oct 28, 2009 1:14 am

BZR wrote:
If we combine it with another restriction, like 5+ chars are needed for spawning, it would fix the problem in 99.9% of situations.


What about just doubling it to see how that works first? 5 Healthy active characters in one place are hard to come by...
Image
My old banner ;)
User avatar
Piscator
Administrator Emeritus
Posts: 6843
Joined: Sun Jul 02, 2006 4:06 pm
Location: Known Space

Postby Piscator » Wed Oct 28, 2009 1:41 am

I still believe the problem lies in the way distance is taken into account when determining the spawn chances. It's quite sensible to reduce your spawn chances around others of your characters, but that shouldn't automatically mean that the farthest place has the best chances. The problem is not that chars spawn in foreign locations or that travellers recieve newspawns, but that those places seem to be favoured over all others.
If closeness to your chars is taken as a negative factor, it should be no problem to take in the closeness to all other chars of this LG as a positive factor. I don't think we need a fundamental change, just something to stop the forced dispersal of language groups around the globe (doughnut, whatever...).
Pretty in pink.
User avatar
Arenti
Posts: 2814
Joined: Mon Oct 22, 2007 11:31 am
Location: The Netherlands

Postby Arenti » Wed Oct 28, 2009 10:53 am

Snake_byte wrote:
BZR wrote:
If we combine it with another restriction, like 5+ chars are needed for spawning, it would fix the problem in 99.9% of situations.


What about just doubling it to see how that works first? 5 Healthy active characters in one place are hard to come by...


Yes that way you will make it even more difficult for mountain towns who want to build an active community and are well lead. Those towns already hardly get any new spawns.
User avatar
BZR
Posts: 1483
Joined: Wed Aug 02, 2006 5:44 pm
Location: Poland

Postby BZR » Wed Oct 28, 2009 2:43 pm

5 was only an example number Arenti. Compared to current 2 it is not much more. Also, as I observed, 70% of active newspawns leave mountain towns after spawning.
User avatar
Arenti
Posts: 2814
Joined: Mon Oct 22, 2007 11:31 am
Location: The Netherlands

Postby Arenti » Wed Oct 28, 2009 2:51 pm

BZR wrote:5 was only an example number Arenti. Compared to current 2 it is not much more. Also, as I observed, 70% of active newspawns leave mountain towns after spawning.


For mountain towns the difference between 2 and 5 is a lot. And sure they leave if the town is very quiet. But if the new spawn is almost immediately greeted, given food a shield. Most will stay.
catpurr
Posts: 407
Joined: Mon Aug 10, 2009 8:39 pm

Postby catpurr » Wed Oct 28, 2009 4:14 pm

how is the algorithm currently exactly?

Does every eligible location have the same chance to get a newspawn or do location with more people have higher chances? (that is a location with 8 people has 4 times the chance to get a spawn than one with 2)

If it is the former, then there you have the source for all your spawning problems.
Saalko
Posts: 358
Joined: Thu Aug 27, 2009 4:23 pm
Location: Berlin, 4.OG mitte rechts.

Postby Saalko » Wed Oct 28, 2009 4:40 pm

Mh why there is no button which say: I am a traveller please don't account me for the newspawn calculation. Than the problem with sailors are solved. (I hope.)
Snake_byte
Posts: 2134
Joined: Wed Apr 14, 2004 7:12 am
Location: Quebec, Canada

Postby Snake_byte » Wed Oct 28, 2009 7:55 pm

catpurr wrote:that is a location with 8 people has 4 times the chance to get a spawn than one with 2.


It's my understanding that this is exactly the way it is now. It makes sense as a city with a larger population will reproduce faster... but it does need to tweaked...
Image
My old banner ;)
User avatar
SekoETC
Posts: 15525
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Thu Oct 29, 2009 3:00 pm

Saalko wrote:Mh why there is no button which say: I am a traveller please don't account me for the newspawn calculation. Than the problem with sailors are solved. (I hope.)


Theoretically it would be a good idea, but what if people forgot to click the button, or turn it off when they stay somewhere long enough to think some fresh company/workforce would be nice. It would be better if the game could detect it automatically. How much time someone has spent in a location, and buildings and rooms would count as a part of the location. But how to keep track of how much time someone has been to a location?
Not-so-sad panda
catpurr
Posts: 407
Joined: Mon Aug 10, 2009 8:39 pm

Postby catpurr » Thu Oct 29, 2009 4:32 pm

SekoETC wrote:But how to keep track of how much time someone has been to a location?


So is this a challenge for the coding team? I hope not really...

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest