A bit more sense to the max gatherers thing

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A bit more sense to the max gatherers thing

Postby SekoETC » Sat Aug 27, 2005 7:36 pm

(Quotes from the topic in general discussion.9
Agar wrote:
SekoETC wrote:To my knowledge they are not bound to a certain resource but the amount of resource gatherers is the combined amount of all the people working on resource collection, be that farming, mining, fishing or so on. I think it should be divided a bit, and hey, how about counting only the number of active projects, instead of the workers? That would increase cooperation because you could still join someone else's project even if you can't work on your own. You'd just have to ask them to share.


This sounds like a much better idea than the current setup. That way, while people can't start thier own project, they can at least help people get thier projects done so that new projects can be made. I, for one, wouldn't even care about getting a share of whatever resource they were gathering as long as I could get a chance to get my own.

-cut-

If it were changed so that the limit was maximum number of people gathering each individual resource, then there would be an increase in trade. If there's already the two or three people gathering limestone in a particular town, then people would have to trade with them, or travel to another town and either gather it there or trade with the two or three people gathering it there. While the limits would be lower, perhaps even as low as one in some areas, it would increase trade and not level the population.

Even with lower limits, the individualisation of resources would ease the burden on characters and fulfill the intention of this feature.


1. Though changing max resources gatherers to max active resource collection projects would be likely to force people into cooperation, there's no logic in it unless we imagine each farm, garden and stone quarry to be owned and guarded by the project starter. The meaning of the limit to resource gathering is to simulate the production capacity of the land. So even though I'd love to have something increasing cooperation, it cannot be forced by the programming but should be a social arrangement ingame.

2. So forget about point 1 and let's get on the other suggestion which is setting different limits for each individual resource instead of one limit for the total amount of resource gathering. Like Agar said,

How can we really justify in character that the guy gathering limestone is keeping us from gathering potatoes? It just doesn't make any sense.


It indeed doesn't. But then again if we change limestone into carrots, it would make more sense because they are both farming items growing in the same sort of land. So we get to...

3. Grouping resources for setting the limits. Farming would be one group, if 8 people are farming carrots then you don't have room for putting potatoes there. But mining would have more categories because they are usually in veins instead of scattered around. (If they were scattered around then you should program getting loads of stone and random ores and gems as said in another topic.)
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Postby Augery » Sat Aug 27, 2005 7:58 pm

That does make alot of sense Seko.
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Postby Misty » Sun Aug 28, 2005 12:47 am

I haven't been playing Cantr for very long, and so I don't know how it used to be. But I do know, I already ran into a problem with the maximum number of resource gatherers.

I had a traveling newspawn, when she got to a town, she was quite hungry. The town she arrived in had written laws, forbidding anyone to take any action, including farming, without first talking to the leaders of the town.

She stood there for a couple days, trying to talk to someone, but the town was heavily ladened with sleeping sickness.

Sooooo, off she went, to the next town. She arrived there, much hungrier than she had been before. She didn't see any laws posted about farming, so she started to gather some rice. However, when she tried to gather rice, she saw this odd message which told her she could not farm, because there were already the maximum number of resource gatherers.

She found this to be really strange, because the rice grew there in abundance. Nonetheless, she thought maybe someone would have some mercy on her and give her some food for her dying body. Two days she waited in that town, while the sleeping sickness held the entire town in paralysis. She wondered too, even if she had found a functioning being in the town, why would they care to give her any food? She had nothing to give in return.

Nearly starved to death, she has headed out to the next town.

It doesn't look as though she will make it. (65% destinated - 80% hungry) And if she does make it, she probably won't be able to get food.
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Postby T-shirt » Sun Aug 28, 2005 7:39 am

It does make sense. It should also be visible on screen; projects that can be started should be visible. Projects that are not should be greyed out. If enough people are mining and digging; all mining resources should be grey and not selectable. Just like the travel icon or the drag icon are not visible when you are working on a project.
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Postby SekoETC » Sun Aug 28, 2005 1:06 pm

T-shirt, that's a nice idea. :) ...But requires the separation of resources into categories.
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Postby T-shirt » Sun Aug 28, 2005 1:40 pm

It works also when resources are not devided. Projects you cannot work on or cannot start, should not be available to be worked on or started. You can see which roads lead out of the settlement you are in, but you won't be able to select a path to follow when you are working on a project. Projects should be available to look at, but working on them should only be possible when gathering slots are open. The red flashing error message is frustrating to look at and it gives the false information that you did something wrong trying to do a project.
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Postby SekoETC » Sun Aug 28, 2005 3:43 pm

Yeah but then the option would be either all white (possible) or all gray (not possible). Ok that would be a useful feature too but... ok it would be a useful feature. Since changing color doesn't take extra rows visibly, only in the code, while adding a "this land is full so don't bother starting resource projects" would take some space.
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Postby PRUT » Sun Aug 28, 2005 9:27 pm

SekoETC wrote:So forget about point 1 and let's get on the other suggestion which is setting different limits for each individual resource instead of one limit for the total amount of resource gathering.


This is it Seko, this is it :lol:

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