Decay durring repair

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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Nosajimiki
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Postby Nosajimiki » Wed Sep 13, 2006 6:45 am

Back to Nakranoth's original sugestion. I wouldn't mind it if the game had some kind of tool box or something you can do to store a tool to prevent degridation or drasticly reduce it. Maybe keeping them inside should slow it and using containers should do it even more. To my understanding, the reason for adding degridation was to destroy old, unwanted tools, which makes since if you leave it lying outside in the rain, but if kept locked up in cabinet, I know a real life hammer will still be there 20 years latter, little worse for wair, but outside in the rain, you'll have a block of rust in 1.
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Sicofonte
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Postby Sicofonte » Thu Sep 14, 2006 6:18 pm

PLEASE !!!!



Don't correct the bug of no-decay-during-repair before updating the decay rates of the tools, or it could be the end of civilization in Cantr!!!!

REALLY!


I mean, if you have a scimitar, a steel peen hammer, an iron chisel, a steel flatter, an iron hammer, a sledgehammer, an iron carving knife, a server, an iron neddle, an iron knife, a fork, a shovel, a pickaxe...

If you spend ALL YOUR TIME repairing your tools, you would be able of repair less than half your stuff. Impossible. Let's make some calculs.


I think... if you try to make a battle axe starting without tools, and you begin making a steel peen hammer, and when you finish it begin with the chisel, and so on, when you are ready to make the axe, your peen hammer is crumbling or disapeared.


Unrealistic.
Ilogic.
Useless.
Annoying.
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Jos Elkink
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Postby Jos Elkink » Thu Sep 14, 2006 6:36 pm

Sicofonte wrote:it could be the end of civilization in Cantr!!!!


If you think civilization is about producing as much as possible, then yes, I agree. If you think civilization is about social structures / cooperation / etc., then I really don't :) ...
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Mykey
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Postby Mykey » Thu Sep 14, 2006 7:15 pm

Excuse, the phrase is removed
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Nakranoth
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Postby Nakranoth » Thu Sep 14, 2006 7:36 pm

I still think this should wait until after the decay is properly balanced... but if/when it has, this should go into play asap.
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Mykey
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Postby Mykey » Thu Sep 14, 2006 7:41 pm

I am sorry, that has interfered... This situation is familiar To me. Write here or in PM.
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Sicofonte
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Postby Sicofonte » Thu Sep 14, 2006 7:44 pm

Jos Elkink wrote:
Sicofonte wrote:it could be the end of civilization in Cantr!!!!


If you think civilization is about producing as much as possible, then yes, I agree. If you think civilization is about social structures / cooperation / etc., then I really don't :) ...

Well, it's true, Civilization is not Airplanes (actually, I think civilization is in the first place phillosophy), but you know what I mean. If Cantr gets reduced to a pile of troglodites working and fighting with their hands, you can expect a big decrease in players -shrugs-. And the economy would change dramatically too: if I can't keep your tools, you won't make tools, then you won't neeed the resources for the tools, and then you won't need to do anything else but to eat, and maybe to travel for preparing nice salads...

Mmmm... it could be interesting! :lol: :lol: :lol:
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wichita
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Postby wichita » Thu Sep 14, 2006 9:07 pm

All will be well if the change happens without the new rates, but we are still working on the new rates anyway. :)
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Mykey
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Postby Mykey » Thu Sep 14, 2006 10:29 pm

You commit an error. Let's discuss it. Write to me in PM, we will talk.
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Chris Johnson
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Postby Chris Johnson » Thu Sep 14, 2006 10:43 pm

Which is essentially more (EDIT : Any) usage based decay as opposed to time based.

An argument against that is it favours the rich, status quo horders etc - and works against the active worker/craftsperson, I've never really understood why thats a problem that argument myself but it's been brought up a lot so it probably deserves mentioning here

A blend of both is what I'd prefer to see - much less time based but a usage based component

It does require programming but has always been an intention (all objects already have a usage decay setting) ProgD really need implement a sensible system and then allow RD to refine the current settings
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Spillages
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Postby Spillages » Thu Sep 14, 2006 10:45 pm

I still like the idea of having somethign like a tool shed where you could store your stuff with little to no deterioration.
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Mykey
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Postby Mykey » Thu Sep 14, 2006 10:48 pm

In it something is. Many thanks for the information. It is very glad.
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Phalynx
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Postby Phalynx » Thu Sep 14, 2006 11:33 pm

When I claim mileage for my car for journeys made for work I get paid a chunk of money for the petrol and a chunk which is for 'wear and tear' which goes towards tire wear, service costs and general depreciation of the car.

When you trade for (hey maybe even buy one day) a steel sabre in cantr its gonna cost more because as well as resources (including travel time) and labour costs there is going to be a premium for maintenace of tools. An apprentice or a repair bussiness will have to be paid.

This forces trade of a resource: repairs (ie labour) by increasing demand. Subsequently trade/cooperation HAS to increase!

It's all good!
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Mykey
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Postby Mykey » Thu Sep 14, 2006 11:46 pm

I think, that you are not right. Let's discuss.
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Phalynx
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Postby Phalynx » Thu Sep 14, 2006 11:50 pm

Mykey wrote:
The car thing is a nice thought, but they are actually constructed cheaply...
There are many parts of a vehicle designed, to wear out after so much distance. It should be known it would be easy to construct one that would be operantional for generations, steel sabres likely longer.......


Ok my point wasn't clear, the analogy was wrong, I have to keep my car on the road, my work even recognises this by paying me. Things need repair.

To go back to the sabre vs car .. Our local car plant, recently shut down and bought by a chinese company, employed a small army of maintenance staff to keep the 'tools', that is the assembly line, in full working order. Small mistakes could lead to hours of inactivity, all lost production time and staff sitting on their arses being paid to do nothing. Those maintenance guys were pretty well paid, because without them the plant was always potentially only hours away from a serious problem.
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