Hit-and-Run
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Skandrannon
- Posts: 10
- Joined: Wed Apr 04, 2007 3:51 am
Hit-and-Run
I've recently been attacked by a rogue ship that...well, I'll give you the longer version.
A ship had just pulled into out harbor and we were busy trading with those friendly people, so our dock was unlocked. While we were busy trading, we were attacked. Over the course of 6-ish hours (real time) all 8 of us were stabbed, shot with a crossbow, had everything on the ground stolen, and our leader kidnapped.
Let's see...translating real time into game time, this all happened in about 3/4 of a day.
Something tell me that if this is a simulation of real life, none of us would just stand there for a whole day and let 3 people to our 8 randomly attack us, kidnap our leader, and steal all our stuff. Unless all 8 of us were drooling vegetables this would NEVER happen in real life.
I propose that we have some sort of script that prevents such hit-and-run stuff like that. For example: If someone attack someone else, they should have at least one real time day to respond. The same with stealing, kidnapping and the such.
OR, we could have some sort of auto-retaliate system. That along with a setting to guard whatever is on the ground.
[Edit]
-A mode you can set yourself to be on auto retaliate, but being in this mode depletes your tiredness and retaliating also depletes your tiredness.
-Also, a mode to resist being pulled (could be included with auto-retaliate), but this again would drain your tiredness.
-You can set these modes when you log off a character.
[/Edit]
A ship had just pulled into out harbor and we were busy trading with those friendly people, so our dock was unlocked. While we were busy trading, we were attacked. Over the course of 6-ish hours (real time) all 8 of us were stabbed, shot with a crossbow, had everything on the ground stolen, and our leader kidnapped.
Let's see...translating real time into game time, this all happened in about 3/4 of a day.
Something tell me that if this is a simulation of real life, none of us would just stand there for a whole day and let 3 people to our 8 randomly attack us, kidnap our leader, and steal all our stuff. Unless all 8 of us were drooling vegetables this would NEVER happen in real life.
I propose that we have some sort of script that prevents such hit-and-run stuff like that. For example: If someone attack someone else, they should have at least one real time day to respond. The same with stealing, kidnapping and the such.
OR, we could have some sort of auto-retaliate system. That along with a setting to guard whatever is on the ground.
[Edit]
-A mode you can set yourself to be on auto retaliate, but being in this mode depletes your tiredness and retaliating also depletes your tiredness.
-Also, a mode to resist being pulled (could be included with auto-retaliate), but this again would drain your tiredness.
-You can set these modes when you log off a character.
[/Edit]
Last edited by Skandrannon on Sat Apr 21, 2007 8:06 am, edited 1 time in total.
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Zanthos
- Posts: 1525
- Joined: Tue Mar 22, 2005 3:08 am
- Location: US of A
it took them that long? Pirating is, by principle, one of the only fast paced things in the game. its just unlucky none of you were awake to lock the harbour or fight back.
this has been discussed and discussed, but life is hard enough for pirates as it is, and really, they add fun in the game.
this has been discussed and discussed, but life is hard enough for pirates as it is, and really, they add fun in the game.
Person: Akamada doesnt control the animals.
You see a wild boar attack Person.
Person: I still dont believe you.
<Spill> Oh, I enjoy every sperm to the fullest.
You see a wild boar attack Person.
Person: I still dont believe you.
<Spill> Oh, I enjoy every sperm to the fullest.
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Yömyssy
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- the_antisocial_hermit
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It is supposed to be something of a simulation (of how society develops), but it is a game, too.
Anyway, that's just Cantreality. That's the only way pirates have chances. You have to stay aware living in a coastal town. That none of you woke up, sucks, but.. too bad. It would take one of the few spices out of the game to prevent hit and run piracy. That's how piracy works.
Auto-retaliation has been suggested, but I don't think there's been much agreement on how it would work or if people even want it.
Anyway, that's just Cantreality. That's the only way pirates have chances. You have to stay aware living in a coastal town. That none of you woke up, sucks, but.. too bad. It would take one of the few spices out of the game to prevent hit and run piracy. That's how piracy works.
Auto-retaliation has been suggested, but I don't think there's been much agreement on how it would work or if people even want it.
- SekoETC
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- Sicofonte
- Posts: 1781
- Joined: Fri Feb 17, 2006 5:01 pm
- Location: Into your Wardrobe
Fast raids should be possible (all the things said about pirates' hard life an so).
Skandrannon, the mention to the things on the ground are pointless: we can store things under lock and key, and then it is far more difficult to realize a fast incursion. So we don't need any kind of auto-retaliation system against stealing things on the ground.
But at least, hiting back automatically should be posible, giving to the player the option to activate it or not for each character:
- always or at some chance, if the player activates the autoretaliation mode in the characters page.
- always if the character has started some kind of defensive action (a project like resting, that makes you aware and ready to retaliate)
Because [b]it has no sense that two troglodite with bone clubs are able to jail you in a shack and kill you "slow-paced-ly" because you have no screwdriver or crowbar, in spite of that you have a crosbow or a steel battle axe and you are awake almost all the day, but not exactly the daily 30 seconds when they come into for blowing you up[b].
Special building extensions and/or weapons should be implemented for making possible to inhibit or hinder the autoretaliation of other character (torture chambers, nut houses, prisions). But not every basic building with a basic lock. This is why it should be possible to auto-retaliate.
Skandrannon, the mention to the things on the ground are pointless: we can store things under lock and key, and then it is far more difficult to realize a fast incursion. So we don't need any kind of auto-retaliation system against stealing things on the ground.
But at least, hiting back automatically should be posible, giving to the player the option to activate it or not for each character:
- always or at some chance, if the player activates the autoretaliation mode in the characters page.
- always if the character has started some kind of defensive action (a project like resting, that makes you aware and ready to retaliate)
Because [b]it has no sense that two troglodite with bone clubs are able to jail you in a shack and kill you "slow-paced-ly" because you have no screwdriver or crowbar, in spite of that you have a crosbow or a steel battle axe and you are awake almost all the day, but not exactly the daily 30 seconds when they come into for blowing you up[b].
Special building extensions and/or weapons should be implemented for making possible to inhibit or hinder the autoretaliation of other character (torture chambers, nut houses, prisions). But not every basic building with a basic lock. This is why it should be possible to auto-retaliate.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
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Skandrannon
- Posts: 10
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Agreed, same with resisting being pulled.
Three times now we've been attacked AFTER the initial attack. The only person with a key is away right now in their own locked room. I don't even think they know what's going on outside.
Either way, this leaves us vulnerable for TWO people to come and attack us (I miscounted before). Two people! Regardless of how likely a single quick raid is possible, four consecutive raids on eight fairly active people is completely rediculous.
And for all you pirated out there, pirating should be hard! Being able to dock at any unlocked port and steal at will is not how pirating works in real life whatsoever.
Three times now we've been attacked AFTER the initial attack. The only person with a key is away right now in their own locked room. I don't even think they know what's going on outside.
Either way, this leaves us vulnerable for TWO people to come and attack us (I miscounted before). Two people! Regardless of how likely a single quick raid is possible, four consecutive raids on eight fairly active people is completely rediculous.
And for all you pirated out there, pirating should be hard! Being able to dock at any unlocked port and steal at will is not how pirating works in real life whatsoever.
- Sicofonte
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Skandrannon wrote:Being able to dock at any unlocked port and steal at will is not how pirating works in real life whatsoever.
You are wrong. WHEN pirates comes to a port where people has left all his goods in the ground while they are having a siesta, piracy works as in Cantr: they take everything from the ground, and sayonara.
Skandrannon wrote:And for all you pirated out there, pirating should be hard!
That's the reason for most of cantrians having their goods under lock and key, and not sparsed in the ground near a beach.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
- the_antisocial_hermit
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- SumBum
- Posts: 1903
- Joined: Fri Jan 05, 2007 10:57 pm
This situation is sort of a bad example of the difficulties pirates face. The two people with keys for the town slept through most/all of the attacks. The only people active were a few barely armed newspawns and visitors. The 5 pirates were fairly smart and coordinated (got all the town's keys with one attack), plus the luck of timing on their initial attack, gave them a big advantage over the town. The town was pretty much unprepared.
- formerly known as hf
- Posts: 4120
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- Location: UK
Pirating and thievery is damned difficult in Cantr. They got a lucky break, at your expence. Most players have had to deal with something similar at some point...
I assume where you were wasn't very busy? In which case, in 'real life', smaller locations would be much less defended, be much easier targets.
Lesson of the story: The smaller a location, the more wary you have to be about what you do... As you would have to in real life...
I think Cantr has got the balance fairly well there...
I assume where you were wasn't very busy? In which case, in 'real life', smaller locations would be much less defended, be much easier targets.
Lesson of the story: The smaller a location, the more wary you have to be about what you do... As you would have to in real life...
I think Cantr has got the balance fairly well there...
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Skandrannon
- Posts: 10
- Joined: Wed Apr 04, 2007 3:51 am
A lucky break?
Try one lucky break and after that, three abuses of the game code.
After mulling it over I've thought of my final idea for submission:
-A mode you can set yourself to be on auto retaliate, but being in this mode depletes your tiredness and retaliating also depletes your tiredness.
-Also, a mode to resist being pulled (could be included with auto-retaliate), but this again would drain your tiredness.
-You can set these modes when you log off a character.
Try one lucky break and after that, three abuses of the game code.
After mulling it over I've thought of my final idea for submission:
-A mode you can set yourself to be on auto retaliate, but being in this mode depletes your tiredness and retaliating also depletes your tiredness.
-Also, a mode to resist being pulled (could be included with auto-retaliate), but this again would drain your tiredness.
-You can set these modes when you log off a character.
- SekoETC
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- Location: Finland
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If you know it's impossible to strike at them, how about doing something that makes sense, which is leaving town, taking along all you can carry that hasn't been stolen and going to some other town to ask help. You're just asking to be hurt if you stick around knowing there's very little you could do to damage them.
Not-so-sad panda
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Jaguar45
- Posts: 22
- Joined: Mon Nov 21, 2005 3:06 am
We have a certain time it takes to dock at an harbour. What about undocking? If it took even 2 hours to undock, it would even the odds for the coastal town (1 would not be enough, because all action would take place just before the update). It would still be possible for the pirates to get away from a small town, but they would probably not be so lucky in a big town. This would make sence as big towns should be much more dangerous to attack than small communities with a small number of characters..
Everything you work out, works out.
- SekoETC
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Annoying... Cantr is so black and white in that if you were stuck within hitting range while undocking, it wouldn't matter if you were 1 hour off the harbour or just a minute past clicking the button, you would still be equally vulnerable. There's no difference between ranged weapons and normal ones. Also if a small boat manages to dock to a bigger one, it's impossible to shake it off.
Not-so-sad panda
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