Breaking down buildings, furniture, vehicles and machines

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
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Wed Jun 14, 2006 5:57 pm

in which case, the only realistic way to clear such projects is to be able to "undo" the work down and remove the resources. This would take time to do, maybe an hour to remove the resources, and undoing the work would work the same as dismantling a completed object
User avatar
g1asswa1ker
Posts: 1003
Joined: Sat Jul 19, 2003 4:32 pm
Location: Rome, NY

Total...

Postby g1asswa1ker » Wed Jun 14, 2006 6:06 pm

I am in total agreement.
User avatar
Kael
Posts: 68
Joined: Fri May 05, 2006 11:48 pm

Postby Kael » Thu Jun 15, 2006 2:13 am

So am I. And then I guess if there are projects like that and undoing projects isn't implemented in time we could always ask PD (or whoever does things like that now) to come in and manually remove all of them :twisted:
Boy:Why did the monkey fall out of the tree?
Father: Because it's dead
B:Why did that second monkey fall?
F: Because it was holding the first monkey's hand
B:Why did the third one fall?
F: Because he thought it was a game.
B:Why..
F: *smacks Boy*
User avatar
fishfin
Posts: 490
Joined: Mon Mar 20, 2006 12:38 pm
Location: Nanning, China

Postby fishfin » Thu Jun 15, 2006 4:25 am

I think that it should be possible to remove resorses from uncompleted projects and buildings, furniture... but you only get a percentage of the resorses (like 25-50 percent)
The following statement is not true.

The previous statement is not true.
User avatar
g1asswa1ker
Posts: 1003
Joined: Sat Jul 19, 2003 4:32 pm
Location: Rome, NY

comment on resource....

Postby g1asswa1ker » Thu Jun 15, 2006 6:14 am

I personally feel that the cost of undoing something a building a project what ever is you get nothing. Simple and salty. It's a vesing thing for the player/character but simply a fact to live with. Reason being that if you require the return of items it might put to much of a demand on the systems resources and or program. better to make it simple and a project, machine, item or building simply goes away.
west
Posts: 4649
Joined: Mon Aug 25, 2003 5:23 pm

Postby west » Thu Jun 15, 2006 6:19 am

Boo urns. I've had thousands of grams of resources sunk on projects by vandals who never put any time into them but to apply them to projects; by all logic they ought to be sitting in a pile somewhere where we ought to be able to get to them but can't. I'd say any project that's unfinished ought to be able to be worked backwards at approximately the same rate to get maybe 90%+ of the initial resources back.
I'm not dead; I'm dormant.
User avatar
g1asswa1ker
Posts: 1003
Joined: Sat Jul 19, 2003 4:32 pm
Location: Rome, NY

Vandles...

Postby g1asswa1ker » Thu Jun 15, 2006 6:45 am

Vandles are not a problem of programming. They are a problem of tyour charactors... ie if you are not smart enough to get it into storage and under safer keeping then you will have to deal with it on your own terms.

Regardless, it would be better to implement this without the return then not have this at all.
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Thu Jun 15, 2006 7:39 am

Cancellation of projects , and (some) recovery of resources has already been accepted. This thread was originally about the destruction of existing objects not projects.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Thu Jun 15, 2006 12:43 pm

So what's your opinion on that, given we can destroy locks, but no other objects?

Surely the same programming can be applied to machines and such?
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Thu Jun 15, 2006 1:10 pm

From a progamming point of view the lock destruction and breaking code could not be used for implementing this suggestions - It's code specific to locks with different types of triggers and checks than would be required here.

This suggestion , if implemented , would be better approached as an extention to already existing deterioration routines - Active item destruction is essentially a speeding up of deterioration. Deterioration of buildings, vehicles and machines has already been accepted and will eventually be implemented.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Thu Jun 15, 2006 1:22 pm

Chris Johnson wrote:This suggestion , if implemented , would be better approached as an extention to already existing deterioration routines - Active item destruction is essentially a speeding up of deterioration. Deterioration of buildings, vehicles and machines has already been accepted and will eventually be implemented.


That makes perfect sense to me, unsuprising as I've mentioned it before, but it simply remains to see when it's implemented now.

(What do you mean the programmers have lives? What would they want one of them for?)

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest