Breakwater

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Neuman
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Breakwater

Postby Neuman » Fri Jun 09, 2006 2:05 am

Not much to say here. It would serve the same purpose as the Coastal Harbor, but could not be seen any further out, and would not have any rooms in it. It’s more or less just a bunch of rocks with a flat top, which would allow all boats to dock.
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Kael
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Postby Kael » Fri Jun 09, 2006 3:28 am

So what would the use of this Breakwater be, if it was already extremely similar to the Coaster harbour.
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Sho
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Postby Sho » Fri Jun 09, 2006 3:42 am

It would be cheaper. As a bonus it would eliminate the problem of people docking unnoticed to a coaster harbor.

But I'm not sure it'd be worth the work it would be to implement (not trivial) - the alerts have taken care of the pirate problem, and coaster harbors aren't too expensive for what is meant to be a large project for a town to cooperate on.
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Solfius
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Postby Solfius » Fri Jun 09, 2006 10:54 am

Kael wrote:So what would the use of this Breakwater be, if it was already extremely similar to the Coaster harbour.


It would stop tidal waves from destroying the town, when tidal waves are implemented ;)
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Rusalka
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Postby Rusalka » Fri Jun 09, 2006 12:03 pm

It could be build without wood - not everyone has wood close enough. I would simply copy the landing-stage, and change the rosources and the name. But it is a low-priority project.
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Seeker
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Postby Seeker » Fri Jun 09, 2006 3:56 pm

Not sure I like all these options for characters who don't have a certain resource close enough (not just referring to this suggestion). If we made too many options for the same function then we will be eliminating trade between towns. If your character's town doesn't have wood to make a coaster harbour, then a town with wood could be just as disadvantaged for lacking what other resources yours has.
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Solfius
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Postby Solfius » Fri Jun 09, 2006 6:04 pm

Seeker wrote:Not sure I like all these options for characters who don't have a certain resource close enough (not just referring to this suggestion). If we made too many options for the same function then we will be eliminating trade between towns. If your character's town doesn't have wood to make a coaster harbour, then a town with wood could be just as disadvantaged for lacking what other resources yours has.


That's a fair arguement. We must be wary of creating a situation in game where no one needs travel anymore because everything you need is nearby. We must also guard against the OOC attitude of "I need this, but don't have a certain material, but that's ok because the RD can just make an alternative which doesn't need that material". Not suggesting that this is the motivation for this topic.

Breakwaters aren't really for docking to anyway, they're for stopping stormy waves during bad weather from sweeping into ports. There's a breakwater out in the water where I live, the difference inside of the breakwater is very noticeable: it is much calmer than outside on open waters.
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wichita
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Postby wichita » Fri Jun 09, 2006 8:25 pm

Players don't trade even when it will benefit them, this has been thoroughly discussed in General Discussion.
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Solfius
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Postby Solfius » Sat Jun 10, 2006 4:38 pm

wichita wrote:Players don't trade even when it will benefit them, this has been thoroughly discussed in General Discussion.


Obviously what we need is a coded trading system to facilitate trade
....
</irony>
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Kael
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Postby Kael » Sun Jun 11, 2006 6:55 am

Solfius wrote:
Obviously what we need is a coded trading system to facilitate trade
....


But that would totally go against the free form playing that Cantr is all about. I don't think that this should be implemented, because as said, it already does the function of the Coaster Harbor, aisde from it bieng cheaper and made out of stone, but I think thats just laziness.

If the town doesn't trade for the resources it needs to make a coaster harbour than thats thier own fault. We don't need another building for the lazy player.
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Solfius
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Postby Solfius » Sun Jun 11, 2006 1:27 pm

Kael wrote:
Solfius wrote:
Obviously what we need is a coded trading system to facilitate trade
....


But that would totally go against the free form playing that Cantr is all about. I don't think that this should be implemented, because as said, it already does the function of the Coaster Harbor, aisde from it bieng cheaper and made out of stone, but I think thats just laziness.

If the town doesn't trade for the resources it needs to make a coaster harbour than thats thier own fault. We don't need another building for the lazy player.


you missed the most important part of that post "</irony>" :roll:

It means I was being humourous by implying or stating the opposite of what I actually meant.

Irony: a linguistic device or form of humour that takes its effect from stating or implying the opposite of what is the case or what is intended, eg saying 'You've made a really good job of that, haven't you', when someone has done something badly.
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Crosshair
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Postby Crosshair » Sun Jun 11, 2006 1:33 pm

I'd have to agree that i'm pretty fed up with people asking for different ways to build the same thing... But it's what would happen. if you dont have a particular thing, you'd try to make do with what you have... i jsut dont like it cause people seem to be meeting a barrier and then saying "ah yes, lets just ask for a simple way out" as was said earlier in this topic.
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Kael
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Postby Kael » Tue Jun 13, 2006 12:25 am

Solfius wrote:
you missed the most important part of that post "</irony>" :roll:



:oops: Haha, didn't even realize what you were talking about until I looked back up at your original post after spending a couple of minutes trying to figure out what you were talking about, then I finally saw it ....

Anyways, aside from glazing over that part, I say this has no use.

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