Dirtiness attribute for clothes

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SekoETC
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Dirtiness attribute for clothes

Postby SekoETC » Sat Mar 04, 2006 7:25 pm

For outer clothing, dirtiness would be gained from working on projects such as mining for coal (high rate), digging for mud (high rate), farming (medium rate), gathering resin (medium to low rate), other digging and mining projects (low rate), and possibly from vomiting yourself though that's less likely to happen until drunkeness gets implemented. Dirtiness of underwear would of course be the result of soiling yourself thanks to diarrhea, and maybe there would be a constant low rate gain of dirtiness due to sweating - this would be increased by working on physically stressing projects and travelling fast.

When an article of clothing is in the inventory, there would be a "wash" button. Washing would be possible on all locations bordering water (lake or sea), and I think in other places too since you would imagine that Cantrians need to drink to live, and there are streams and fountains that just don't happen to be visible. However, the speed of the project would depend on the terrain type and if there is a body of water nearby. Deserts would be most hardest, then mountains, then hills, then forests and grasslands. Having soap (someone should research how and from what it's made) would speed up the process.

When a worn article is dirty, it could say so after the description. The scale would go "clean, rather clean, stained, dirty, very dirty, filthy". When the article is in the inventory, the describing adjective could be easily added in beginning of the name.

Worn and carried dirty items would naturally have a smell, which would be displayed in the beginning of the character description. "He/She smells (slighty)/stinks/reeks."
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AzzY
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Postby AzzY » Sat Mar 04, 2006 7:27 pm

It would finally give water a purpose.

But still...we don't really need this. We have enough work repairing thigns we don't even use (who came up with that?)

If we had to wash clothes all the time as well...everything would come to a hold.
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Sho
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Postby Sho » Sun Mar 05, 2006 3:50 am

It will be difficult finding the balance between making dirtiness so slow to happen and easy to clean that it does nothing, and making it so much of an annoyance that it makes clothing not worth using.
But I don't really have a problem with that, because clothing's a luxury item anyway. If your character can't afford to keep his or her clothing in good shape, it's not going to give a material disadvantage to just wear the default "nothing worth mentioning." Nobody will be forced to spend a significant time cleaning clothing, because nobody needs to wear it.
If ProgD can do it, I'm fine with this idea. But I think it's a bit too complicated as is; constant increase in dirtiness while the clothing is worn might be good enough.
Exploiter-type players may try to get around dirtiness by taking off their clothing for the dirtiness tick. The simplest way to prevent that would be to make putting on or taking off clothing add an hour's worth of dirtiness.
Last edited by Sho on Sun Mar 05, 2006 3:58 am, edited 1 time in total.
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Pie
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Postby Pie » Sun Mar 05, 2006 3:55 am

Of course if this is implumented, it is posible that cloth cleaning companys will spring up acrost cantr.
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Sho
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Postby Sho » Sun Mar 05, 2006 4:02 am

Unlikely. Not even repairing has really created much in the way of specialization, and skills did not have as great an effect as might have been expected. I have mostly given up on promoting specialization. Sorry, but I'll buy a "it will create specialty shops" argument when I see it happen.
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UloDeTero
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Postby UloDeTero » Sun Mar 05, 2006 6:15 am

I like this idea, but I don't see that there's any point to it unless/until clothing has an actual use (keeping warm or whatever).
west
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Postby west » Sun Mar 05, 2006 10:38 pm

I don't like the idea. The more time people spend maintaining and repairing the things they use, the less time they'll have to actually simulate society. If I have to spend all my cantr time repairing(/washing) things, it doesn't make me want to play cantr.
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