Characters in cantr should be able to invent, and if they feel the need, they should be able to teach others their skills as well. Here's how it could work:
1. A player brings up a suggestion for a new object in the forums. If it's accepted, cantr staff would decide whether it would be implemented as a universal object (one that everyone would know how to build) or an invented object (one that the players character would have to bring into the cantr world).
2. If it's an invented object the character would be able to teach other characters how to make the object. This can be done a few ways, though here's my way:
The character that knows the skill (or the teacher) would start a project with the student. In a few days the student would gain that skill. The student would then be able to manufacture the item from a special list in the "manufacture" section.
Most objects and machines deemed critical to the survival of a society would stay universal, however other things that just make life easier or more enjoyable should be invented objects. Clothes for example should be invented, can you imagine all the different fashions we would get in different areas with all the different fashion designers?
Inventors (Duplicate uggestion rejected)
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Seeker
- Posts: 371
- Joined: Mon Sep 19, 2005 12:35 am
- Location: Australia
Inventors (Duplicate uggestion rejected)
WWFSMD?
BATBYGOBSTOPL!
BATBYGOBSTOPL!
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
- Seeker
- Posts: 371
- Joined: Mon Sep 19, 2005 12:35 am
- Location: Australia
-
- Posts: 331
- Joined: Mon Aug 22, 2005 3:14 am
Nick wrote: And I think most of them ended up in the rejected forum, anyway.
Yep. And those which didn't were locked.
Seeker, this has been suggested so many times with pages and pages worth of discussion and no conclusion. No one could agree on one thing. How you passed this by without noticing on the forum, particularly when you've been on the forums longer than me, I find strange.
Evolution is unconformity.
- Seeker
- Posts: 371
- Joined: Mon Sep 19, 2005 12:35 am
- Location: Australia
I'm trying to focus the "inventing" on clothes, that's something that isn't hard to implement. Think of all the different fashions we can get from island to island. Or maybe exclusive fashion designers only passing on their skills to a select few, they could make millions...of grams of hematite? Well, millions of whatever they want.
WWFSMD?
BATBYGOBSTOPL!
BATBYGOBSTOPL!
-
- Posts: 1402
- Joined: Sun Oct 02, 2005 8:53 pm
- Location: Southampton, England
- Contact:
- SekoETC
- Posts: 15525
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
I wish this were possible... But how to make sure that the materials and amounts used are realistic? Heh, it sure would be cool if Bessie could invent those clothing articles I've suggested. It would be sooooo cool to have some change to the perpetual hemp pants and sleeveless tunics, even if it were just a pocket added for 10 grams of cloth, it would still make it special. In other games there are invention forms where you can add stuff, but you usually get access to them only by donating or winning a competion... And Cantr is not that kind of a game.
Not-so-sad panda
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
AAAAAHHHHHHHHH ANOTHER INVENTION SUGGESTION!!!!
*dies*
Fine, that was a bit over the top. But that's how I feel about all of this, even though I made an invention suggestion a couple of years back - crap like all the rest, of course.
I'm a bit too unstable right now to make any constructive comment on this - if it's still alive tomorrow, I'll say something.
*dies*
Fine, that was a bit over the top. But that's how I feel about all of this, even though I made an invention suggestion a couple of years back - crap like all the rest, of course.
I'm a bit too unstable right now to make any constructive comment on this - if it's still alive tomorrow, I'll say something.
- MrPenguin589
- Posts: 391
- Joined: Sun Sep 04, 2005 11:07 am
- Location: Newport Beach, CA
- Contact:
Okay, I believe I have a pretty good way for people to be able to invent things...
We start be creating a new skill: invention. Meaning, you get awkward-expert for this. Then, we create a new item in each catagory of thing (i.e. weapons, buildings, etc.) called "Prototype." This brings up a menu sort of like what you see when you start a project to make one material into another (i.e. hematite -> iron ore). Here, you can apply a certain amount of certain types of materials, and it will automatically assign a time it takes to complete the project and what tools are needed to make it based on amount of materials used, but it does NOT yet tell you how powerful/useful this weapon or whatever is. Also, you name the new item. After you complete the project, you get two items; 1) what you created, and 2) the blueprints to it. You can now experiment with the item to find out how well it performs. The performance level will depend on your inventing skill, and the amount/type of materials used. With the blueprints, others can replicate your new unique item. There would just be a button next to the blueprints that starts the project. But do not confuse the blueprints with regular notes... blueprints cannot be modified, but you can add notes to them (like how well the item performs) as a sort of footnote to it.
This, however, would not work with clothes... about that, you guys figure it out.
We start be creating a new skill: invention. Meaning, you get awkward-expert for this. Then, we create a new item in each catagory of thing (i.e. weapons, buildings, etc.) called "Prototype." This brings up a menu sort of like what you see when you start a project to make one material into another (i.e. hematite -> iron ore). Here, you can apply a certain amount of certain types of materials, and it will automatically assign a time it takes to complete the project and what tools are needed to make it based on amount of materials used, but it does NOT yet tell you how powerful/useful this weapon or whatever is. Also, you name the new item. After you complete the project, you get two items; 1) what you created, and 2) the blueprints to it. You can now experiment with the item to find out how well it performs. The performance level will depend on your inventing skill, and the amount/type of materials used. With the blueprints, others can replicate your new unique item. There would just be a button next to the blueprints that starts the project. But do not confuse the blueprints with regular notes... blueprints cannot be modified, but you can add notes to them (like how well the item performs) as a sort of footnote to it.
This, however, would not work with clothes... about that, you guys figure it out.
All of my endings are waiting to begin.
- formerly known as hf
- Posts: 4120
- Joined: Wed Aug 04, 2004 2:58 pm
- Location: UK
Return to “Rejected Suggestions”
Who is online
Users browsing this forum: No registered users and 1 guest