Time to replace killed character

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
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Time to replace killed character

Postby EchoMan » Thu Mar 09, 2006 3:38 pm

As I see it the biggest problem with suicidal newspans and petty thieves and such, is that they just don't care. "So what, I'll just run as long as I can, even if I only have 0,5% chance of surviving, so what?" they seem to think. They can always spawn a new thief minutes after this one is killed and take another chance.

I suggest that it should hurt to get a character killed. You shouldn't be able to raplace a killed character with a newspawn for a considerable time, at least a bit longer than it would take to starve to death. If this was the case I think people would think twice before becoming suicidal.

/EchoMan - tired of chasing...
User avatar
deadboy
Posts: 1488
Joined: Mon Jan 16, 2006 6:41 pm
Location: England

Postby deadboy » Thu Mar 09, 2006 4:44 pm

although it may slow down suicidal newspawns a little, 15 suicide thiefs is enough for any charri so this won't have much effect, and also it sucks for any people who die of natural means, such as being killed by someone, or even playing a character for a few years, getting bored and starving them to death in the hope of a good new charri

I don't like this idea
"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we" - George W. Bush
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Postby EchoMan » Thu Mar 09, 2006 4:49 pm

deadboy wrote:... getting bored and starving them to death ...


Exactly. At least 20 days for a new char after you decide this char should die. :)
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Thu Mar 09, 2006 4:52 pm

This idea has come up long before in the GAC and has been extensively discussed there. I forgot what the conclusion was, but nothing was ever implemented anyway ;) ... But I still kind of like the idea.

I don't think it should only about suicidal newspawns - also about other character. E.g. imprisonment is for many characters not a really serious punishment, because you can just stop playing the char. But it should be more important. Cantr characters can also be rather reckless, because losing your life is not *that* bad. So I think it would be nice the price of death would be higher for players ...

But I'm sure many would be horrified with this idea ;) ...

Also, how should this be implemented? Say you have 4 chars, and one dies - should you not be able to start another one, even though you have 11 slots left? Or should it only work on the current slot - but then it only has an effect on players with 15 chars.

This idea was also at some point brought in connection with babies. That every player account has 4 slots for grown-up newspawns, but after those 4, only babies can be spawned. Since beginning as a baby is a bit of a hassle, this would also be a strong incentive not to die :) ... But well, babies is not high on the agenda at the moment and hugely controversial in any case :) ...
User avatar
Oasis
Posts: 4566
Joined: Tue Aug 19, 2003 5:30 am
Location: Ontario, Canada

Postby Oasis » Thu Mar 09, 2006 5:19 pm

This makes sense, and I do like this idea....... for those players who go through characters like socks. There needs to be some way to deter some players from purposefully getting their chars killed so they can try again for a more preferred location.

But what about a player who has a full 15, and hasn't had anyone die for decades? If one of theirs should happen to be murdered, or killed in some other way, should they be punished in this way.........many of us haven't had a newspawn in a very long time, and it would seem rather unfair not to be allowed to fill that spot in these circumstances.
User avatar
formerly known as hf
Posts: 4120
Joined: Wed Aug 04, 2004 2:58 pm
Location: UK

Postby formerly known as hf » Thu Mar 09, 2006 5:31 pm

How about, if you loose a twenty / twenty-one year old character, you can not spawn another character (no matter how many you have) for five days?

If possible, this shouldn't include cases where the character dies by animal attack.

This is of course somewhat unfair if the newspawn was as careful as they could be witht heir life, but just happened to sapwn in the middle of a pirate attack or something.
But I think it'd serve to make sure people are more careful with their characters early-on.

Hopefully, once they've had to be carful with their characters, they'll have grown an attachment to them, reducing the possibility of them being reckless with their characters.
Whoever you vote for.

The government wins.
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Postby EchoMan » Thu Mar 09, 2006 5:44 pm

I'm not sure exactly how the new-character-process works, but with 15 character slots and a 5-day "block" I think you could create a wanna-be-thief every day, so less than 16 days would have no effect at all (for the players I would like to see punished by this suggestion).

It's not easy coming up with something that is fair to everyone...
Nalaris
Posts: 943
Joined: Sun Dec 04, 2005 3:08 am

Postby Nalaris » Thu Mar 09, 2006 8:14 pm

The odds that all 5-15 characters of yours will die within one Cantr year is ridiculously minute (as in tiny). I think that it would, however, deter suicidals. Let's go with it!

The baby idea is awesome as well.
User avatar
Agar
Posts: 1687
Joined: Tue May 11, 2004 7:43 pm

Postby Agar » Fri Mar 10, 2006 1:29 am

What about an inverse equation?

The number of days you have to wait (20) Minus each cantr year the character was alive (X).

So, you spawn and run. Your charrie was alive 0 years. 20-0 = 20 waiting period.

You get bored with a charrie and do stupid stuff and get killed. Your charrie was 26. 20-6 = 14 day waiting period.

The town your in charge of gets sacked by pirates. You get deaded at the ripe age of 43. 20 - 23 = -3, round to 0 day waiting period.

What about that?

Currently, the system I'm using is to keep the spawn and run thief in the cell inside the jail and regulary give him food, and write PD to make them aware of the situation. :twisted: He's got a big waiting period.
Reality was never my strong point.
User avatar
Peanut
Posts: 1155
Joined: Mon Oct 18, 2004 3:01 pm

Postby Peanut » Fri Mar 10, 2006 8:17 am

Agar wrote:What about an inverse equation?

The number of days you have to wait (20) Minus each cantr year the character was alive (X).

So, you spawn and run. Your charrie was alive 0 years. 20-0 = 20 waiting period.

You get bored with a charrie and do stupid stuff and get killed. Your charrie was 26. 20-6 = 14 day waiting period.

The town your in charge of gets sacked by pirates. You get deaded at the ripe age of 43. 20 - 23 = -3, round to 0 day waiting period.

What about that?

Currently, the system I'm using is to keep the spawn and run thief in the cell inside the jail and regulary give him food, and write PD to make them aware of the situation. :twisted: He's got a big waiting period.


I lock suiciders up always as well.

:twisted:
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Fri Mar 10, 2006 8:45 am

I'm against this idea , Cantr needs to attract new players and with a manual acceptance process and restrictions on character creation in the first 15 days , new players already have to be patient.

A stupid mistake with your first character and you can't play for another 20 days ? Yep that will really bring new blood into the game.

We already have ways to deal with suicidal spawns both in game and out game. Report players who do this and let the Players Department deal with the situation. I really don't think we should have automatic systems like these proposed.
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Postby EchoMan » Fri Mar 10, 2006 10:28 am

Noone has said your account should be locked for new spawning for 20 days after 1 char get killed, that is your own interpretation. :) We're still discussing possible solutions and rules.

What I'm after is that players should value their characters more, even if they spawn somewhere boring where they really didn't want to be in the first place.

Personally I would rather have had more days between the spawning of characters when I was a new player, just to get better understanding of the game. Since there are almost no rules (!), but still lots of unwritten/board rules (!) you have to learn IC from experience what is allowed or not OOC (!).
User avatar
Sunni Daez
Posts: 3645
Joined: Sat Oct 16, 2004 1:33 pm
Location: ~A blissful state of mind~

Postby Sunni Daez » Fri Mar 10, 2006 12:30 pm

Chris Johnson wrote:A stupid mistake with your first character and you can't play for another 20 days ? Yep that will really bring new blood into the game.

We already have ways to deal with suicidal spawns both in game and out game. Report players who do this and let the Players Department deal with the situation. I really don't think we should have automatic systems like these proposed.


Although I hate them as much as anyone else does.. putting a block to a new player who has yet to figure out the game, will only chase them away.. I agree with Chris... even though I would rather see a punishment for those who are suicidal spawns, doing it this way, will only hinder and progression of developing new players. Report them and let PD sort it out.
Image

Run...Dragon...Run!!!
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Fri Mar 10, 2006 12:54 pm

Maybe we should disentangle that discussion slightly - what if we assume that the delay-penalty does not apply to the first 2 chars of a player (the first two after creating the account, that is), only for latter chars - would that change things?
User avatar
formerly known as hf
Posts: 4120
Joined: Wed Aug 04, 2004 2:58 pm
Location: UK

Postby formerly known as hf » Fri Mar 10, 2006 1:03 pm

Agar wrote:Currently, the system I'm using is to keep the spawn and run thief in the cell inside the jail and regulary give him food, and write PD to make them aware of the situation. :twisted: He's got a big waiting period.
Spawn and run thieves might be annoying, but they're not necessarily suicidal...
Whoever you vote for.



The government wins.

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest