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Breaking Unlocked Locks
Posted: Tue Apr 20, 2004 12:39 am
by Bowser
This has been suggested a few times. What caused me to post it again is yet another thief arriving in Olipifirovash Forest by boat. Since boats with no keys can not be kept from being stolen, we have to deal with thieves every few cantr years.
We confiscate the boats, but there is no way to keep anyone from hopping in & rowing away. It has gotten to the point that I may have to RP out a massacre of every lakeside village using my own boat. The only way to stop this annoyance is to control every port.
Hopefully the programming department can come up with a way for me to restrict these boats wihtout having to go to extreme measures. A crowbar can rip off an unlocked lock as easily as a locked one.
I still don't agree with boats being able to dock, kill people, steal everything not bolted to the floor, and undock within in real life minutes... but the fact that we can't even stop the maddness after we capture them is unbarable. There is always another jerk to take his place in the same boat.
Posted: Tue Apr 20, 2004 1:09 am
by Bran-Muffin
*nudges him* Im up for those extreme measures..
If your talkin about the same place then we pertty much control it all, perhaps instead of slaughtering the people buy the docks and what not off of them and keep one man there with a key to it. And keep all boats inside the locked docks so they cant be stolen.
Posted: Tue Apr 20, 2004 1:43 am
by trage
Errr ummm sorry bowser that I drove you to such lengths >.<. I jsut did that because I am making it so the damnboat won't get stolen anymore. I am going to put a friggin lock on it then return it to Olipifirovash West. Sorry that I stole from you guys......
Posted: Tue Apr 20, 2004 1:44 am
by new.vogue.nightmare
I'm glad my char's boats can't be stolen...If someone steals them, well, it's a small lake, and every port knows him

Especially his home ports. *cheers for sabre-wielding fanatic women*
Posted: Wed Apr 21, 2004 1:47 am
by viktor
hmmmm i think it would be good if there was a new boat, a big bloody boat that you can build from land but it cannot come back to land, and you build a smaller boat like a rowboat or something to go between the big boat and docks that way you have the "ship" anchored at sea and safe but now that i've typed it out it looks complicated disorganised and overall a mediocre idea but i'll post it anyways
Posted: Wed Apr 21, 2004 2:45 am
by rklenseth
No. It's a good idea. Something that is already being planned in the future. Just waiting for some programming though some of what you said is already possible. Which part is for you to guess.

Posted: Wed Apr 21, 2004 4:11 am
by boomhaeur
Even a "recreate key" project would be great. It could function like breaking a lock (ie. there's a chance it wouldn't work) but rather than a broken lock at the end you'd end up with a working key. The lock would have to be open for it to work.
The other option is a "change lock" project that allows you to modify the lock so it accepts a different key. This would be great for towns where a key gets lost or something and they could change the lock on their building/vehicle. Tools required could be a screwdriver.
Posted: Sat Jul 24, 2004 8:02 pm
by nitefyre
viktor wrote:hmmmm i think it would be good if there was a new boat, a big bloody boat that you can build from land but it cannot come back to land, and you build a smaller boat like a rowboat or something to go between the big boat and docks that way you have the "ship" anchored at sea and safe but now that i've typed it out it looks complicated disorganised and overall a mediocre idea but i'll post it anyways
Oh so like an aircraft carrier thing that's barged offshore nut is a ship carrier thing. LIke a floating city!
And boomhauer's idea is great.
Posted: Sat Jul 24, 2004 9:53 pm
by The Industriallist
It would be necessary to have some way of carrying small craft with you.
Posted: Sat Jul 24, 2004 10:56 pm
by Spectrus_Wolfus
if a smaller boat was docked with a larger ship but couldn't the larger ship just move along draging it with it ?
Posted: Sun Jul 25, 2004 5:37 am
by nitefyre
Umm but what I realized is a smaller craft can't undock from a mothership until the mothership docks.
Posted: Sun Jul 25, 2004 5:13 pm
by AoM
Yes, but I thought that the smaller boat undocking problem was a glitch that Programming was intending to fix...
~AoM
Posted: Sun Jul 25, 2004 5:23 pm
by nitefyre
Avatar of Meisora wrote:Yes, but I thought that the smaller boat undocking problem was a glitch that Programming was intending to fix...
~AoM
"intending"
We need some more Programmer Dept people.

Posted: Mon Jul 26, 2004 12:43 am
by KVZ
I wonder if I can help in there... I'm already in Staff as Polish Translator, and I'm very active last time, doing good job translating Cantr to Polish, even goind down with those special Polish characters, convering them from table from hexadecimals to decimals

I also have programing experience writing html pages by hand (look at my homepage - it is quite simple but done by hand). I also had experience programing own aplications on Amiga home computers (look at screnshots on my page in files section - there is music disc programed by my "Dancing in the mind", and program for file compresion "HappyXpk")... I also now programing very big strategy game kinda like Civ. in assembler on Amiga Emulator, because I sold my Amiga System on parts, and stayed only with mainboard, without any cool turbo and gfx boards.
I think that I can have some experience which could be usefull there, and I have some time I can spend on Cantr too... So, maybe can I become aspirant member in Prog. Dept?... I wonder if I can send this to
personnel@cantr.net ... I aslo had idea to work in Marketing Dept. and Resource Dept. but Prog. Dept. suits more for me.
Posted: Mon Jul 26, 2004 9:52 am
by Revanael
I think they'd want more PHP skills first, but I don't know.
I'd offer to help them, but I have enough to do right now!