Boat Suggestions, Redux

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
Sho
Posts: 1732
Joined: Fri Dec 26, 2003 4:05 am

Boat Suggestions, Redux

Postby Sho » Thu Oct 13, 2005 10:29 pm

The IRC (BlackCanyon, Surly, me, whoever else was talking at the time) produced a few common-sense suggestions for boats. Here they are, with the problems they solve.

Problems:
1. It's very annoying and potentially disastrous if you try to dock to something without realizing that it'll take, say, two days.

2. It's not realistic that you can see the names of ships that you can dock to, and see how far away ships in your area are, but not be able to link one to the other.

3. It's not realistic that while you can see the locations of all ships in your area, you can only see the names of ships larger than yours.

4. The docking percentage doesn't seem to have any explainable meaning. It doesn't decrease linearly with time and doesn't start at 0.


Suggestions:

1. Docking should be cancelable.

2. The distance between your ship and another should be displayed beside the other ship's name. Ideally the direction would also be there. (Added effect when implemented with suggestion 3)

3. Ships in view but not dockable to should be displayed as well.

4. The "docking percentage" should be fixed somehow. Ideally it would express either time till docking or distance to target. Alternatively it could be a true percentage. (Addedd effect when implemented with suggestion 1)
AngelSpice
Posts: 475
Joined: Sun Dec 12, 2004 5:28 am

Postby AngelSpice » Thu Oct 13, 2005 10:46 pm

The docking percentages seem to be almost logrithmic in their progression. If you have enough seagoing characters, you learn to guess how long it's going to take. *shrugs* I guess I don't care if it's changed.
User avatar
Black Canyon
Posts: 1378
Joined: Tue Jun 22, 2004 1:25 am
Location: the desert

Postby Black Canyon » Thu Oct 13, 2005 10:49 pm

I think that its problematic that you can't tell whether you are right next to a boat or a day's docking away from another boat when there is more than one on your docking list. You should be able to see which is closer.
User avatar
Sho
Posts: 1732
Joined: Fri Dec 26, 2003 4:05 am

Postby Sho » Thu Oct 13, 2005 11:46 pm

AngelSpice wrote:The docking percentages seem to be almost logrithmic in their progression. If you have enough seagoing characters, you learn to guess how long it's going to take. *shrugs* I guess I don't care if it's changed.


Right, I more or less know how long docking takes based on the "percentage," but it shouldn't require loads of Cantr experience (or, for that matter, a table on the wiki) to figure that out.
User avatar
Fleegle
Posts: 638
Joined: Tue Aug 02, 2005 7:22 pm
Location: Ottawa, Ontario, Canada

Postby Fleegle » Thu Oct 13, 2005 11:58 pm

From everything I've heard about boats, I've been discouraged from using boats in the game. I think if we want to encourage people to travel to new lands we should make it as intuitive as possible to navigate the seas... I don't want to have to use trigonometry! :)
User avatar
Racetyme
Posts: 1151
Joined: Sun Sep 11, 2005 6:21 am
Location: The Internets

Postby Racetyme » Fri Oct 14, 2005 12:08 am

It's not hard, and it actually makes navigation a skill.
User avatar
Black Canyon
Posts: 1378
Joined: Tue Jun 22, 2004 1:25 am
Location: the desert

Postby Black Canyon » Fri Oct 14, 2005 12:26 am

I fail to see how this makes docking a skill when you don't even see the percentage until after you've started docking...and at that point you have no control over it one way or the other.
User avatar
Sho
Posts: 1732
Joined: Fri Dec 26, 2003 4:05 am

Postby Sho » Fri Oct 14, 2005 12:48 am

I think it's unwritten policy that skills should apply to characters, not players. One of our goals is to make it possible for anyone to pick up Cantr and have their playing skills indistinguishable from those of us oldbies in a few days (okay, maybe not a few days, but that's the idea).
User avatar
Racetyme
Posts: 1151
Joined: Sun Sep 11, 2005 6:21 am
Location: The Internets

Postby Racetyme » Fri Oct 14, 2005 1:06 am

I meant trigonometry was still a skill, and it will still have to be done if you want to calculate direction from place to place if you turn.
User avatar
Nick
Posts: 3606
Joined: Tue Jul 15, 2003 8:27 pm
Location: Halifax, Canada

Postby Nick » Fri Oct 14, 2005 2:20 am

Also, any boat should be able to dock to any boat.
What exactly is the reason for only some boats being able to dock?
Surely a large boat can pull up next to smaller one and have someone hop aboard.
The Industriallist
Posts: 1862
Joined: Fri Aug 29, 2003 7:25 pm

Postby The Industriallist » Fri Oct 14, 2005 4:41 am

There is no symmetric docking Nick, that's why. I'd guess that the game doesn't even have symmetric relationships between 'rooms' as an option yet... Sure, the locks work both ways now, but it's still the host ship carrying around the 'docked' parasite.

It'd be amusing to see whether a sloop carrying a galleon was faster than a galleon carrying a sloop, but I don't really think it ought to happen...

It might be a good thing for some mechanic like that to exist, though I'm not sure that realistically a Raker-sized ship could 'dock' with a raft in any meaningful way. The raft would most likely get plowed under unless the Raker was firmly anchored.

I agree with Sho's suggestions. Probably the first even more than the others, but they're all good.
"If I can be a good crackhead, I can be a good Christian"

-A subway preacher
User avatar
Agar
Posts: 1687
Joined: Tue May 11, 2004 7:43 pm

Postby Agar » Fri Oct 14, 2005 4:55 am

Ok, everyone who is freaking over any trig, calm yourselves.

Angles and even distance can be figured out using some pretty simple algerbra. Ancient greek stuff. Pythagoran Theory. I have taught this stuff to my 9 year old, and he's not honor roll or anything.

C^2 = A^2 + B^2

(A squared equals B squared plus C squared)

Here are better explinations than I can provide:

http://www.usna.edu/MathDept/mdm/pyth.html

This second link has enough math available at the "my Mathmatics" page for you to be able to start at grade school education and read your way up to ... about anything you want. Several proofs of the theory, all available to boats as far as I know.

http://www.jimloy.com/geometry/pythag.htm
Reality was never my strong point.
Sarah
Posts: 1118
Joined: Wed Jul 16, 2003 1:42 pm
Location: Nashville

Postby Sarah » Fri Oct 14, 2005 2:52 pm

The Pythagorean Theorm works for right triangles (triangles with a 90-degree angle). C must be the hypotenuse (the side opposite the right angle). Don't forget to find the square root of C^2 to get your actual answer.

You can solve triangles that don't have a right angle too, by using the law of sines or the law of cosines. They aren't that difficult either. I could explain them, but I think Google would do a better job. :wink:
AngelSpice
Posts: 475
Joined: Sun Dec 12, 2004 5:28 am

Postby AngelSpice » Fri Oct 14, 2005 3:38 pm

If docking's made cancelable, I think there should be a point of no return after which you can't stop it. Maybe just make it cancelable until the boat's actually made some progress towards docking?
User avatar
Agar
Posts: 1687
Joined: Tue May 11, 2004 7:43 pm

Postby Agar » Fri Oct 14, 2005 3:56 pm

Actually, that's when you would want to cancel it.

Three days in and you still haven't fully docked, you could just be plain too frustrated to continue, moreso if it was started by an inexperienced crewmember, or worse, a newspawn thief
Reality was never my strong point.

Return to “Suggestions”

Who is online

Users browsing this forum: Google [Bot] and 1 guest