Do a search for "invent" or "invention" or even "innovation", read through all of those threads, and then see if you can bring something to the table that hasn't been presented before.
I would love to see it happen, but it is one of those ideas that is great, looks doable on paper, but is a nightmare to actually implement.
The submission and approval approach is probably the best bet to get it to work, but (as discussed before) is just another interface that provides the same function as the suggestions forum.
In lieu of invention, RD has been trying to work in a few more materials options for items. But with the existing build menu (do not turn this into a complaint about its organization!!) there is a balance to be found between having enough materials options for items (most of which won't be made anyway because there are bones, stone, and hide lying everywhere - and we have the stats now to prove it) and having a search list so full that it is difficult to search through.
Fun factor
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- wichita
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- SekoETC
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One thing I suggested is having a free description but the cost of production depending on the lenght of the description. Though even then it should be made clear that it is a statue, and not a functional item.
It would also be cool if you could make blades out of any hard solid material by sharpening them against a stronger substance. The efficiency would depend on the sharpness, which in turn might deteriorate (go dull) depending on the softness of the material. This would require splitting materials into groups, or giving them attributes.
It might be a problem that currently as far as I know, ALL resources are listed in the same table and for example hold the cell for nutritional value, even though it was not a food resource. I was taught in school that attributes should depend on the primary key and the primary key alone, but in cases like this they are not directly dependant on the primary key (the resource type, or id) but the undefined class of the resource.
It has sometimes been considered by the RD that resources would be listed into categories such as "fruits" and "vegetables", thus allowing one to add any fruit into their fruit salad or pie, and the healing value would be calculated based on the ingredients used.
(
By the way, it's rather absurd that prepared foods are given a higher nutritional value, when in fact in real life unprepared vegetables have much higher nutritional value than prepared ones. The reason behind making prepared foods is to offer variation, which urges people to try all the options present, thus leading into eating more than you would if there were only a few options present. You couldn't possibly bear to eat several raw onions at a time...
There was an experiment on this matter, which I saw in a tv program, but I haven't been able to locate an article of it online. There was a group of kids that were seated at a table in two occurences. On the first time, there was only potato chips (or popcorn, can't remember which) and maybe one or two other sorts available. The kids ate some but not much. On the second occurence, the table was flooded with all sorts of treats, cakes, cookies and all you can imagine. Of course they ate a lot more then. But the thing is the amounts were the same on both accounts, only the number of varieties was altered.
)
It would also be cool if you could make blades out of any hard solid material by sharpening them against a stronger substance. The efficiency would depend on the sharpness, which in turn might deteriorate (go dull) depending on the softness of the material. This would require splitting materials into groups, or giving them attributes.
It might be a problem that currently as far as I know, ALL resources are listed in the same table and for example hold the cell for nutritional value, even though it was not a food resource. I was taught in school that attributes should depend on the primary key and the primary key alone, but in cases like this they are not directly dependant on the primary key (the resource type, or id) but the undefined class of the resource.
It has sometimes been considered by the RD that resources would be listed into categories such as "fruits" and "vegetables", thus allowing one to add any fruit into their fruit salad or pie, and the healing value would be calculated based on the ingredients used.
(
By the way, it's rather absurd that prepared foods are given a higher nutritional value, when in fact in real life unprepared vegetables have much higher nutritional value than prepared ones. The reason behind making prepared foods is to offer variation, which urges people to try all the options present, thus leading into eating more than you would if there were only a few options present. You couldn't possibly bear to eat several raw onions at a time...
There was an experiment on this matter, which I saw in a tv program, but I haven't been able to locate an article of it online. There was a group of kids that were seated at a table in two occurences. On the first time, there was only potato chips (or popcorn, can't remember which) and maybe one or two other sorts available. The kids ate some but not much. On the second occurence, the table was flooded with all sorts of treats, cakes, cookies and all you can imagine. Of course they ate a lot more then. But the thing is the amounts were the same on both accounts, only the number of varieties was altered.
)
Not-so-sad panda
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Missy
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Mykey wrote:Missy wrote:I should like to add, I've very recently given away 1100 grams of iron, 1100 grams of steel and all the rubber for a bicycle for approximately 7 days of work because I am so desperate to find help. This persons bicycle isn't even going to be used to directly help the community I live in. The character is going to use the bicycle to start a trading bussiness in the near-by town which will bring in more rubber to my town. Of course, they'll trade it with us. But every day I went out and asked if there was anybody who wanted something to do, and that I would pay them or work out some sort of deal for their effort---NOONE responded.And I can't do it all by myself....I just don't understand.
In all fairness, that character has been working in that city for more than 20 days, on various town projects.Mostly in the blacksmith for what she wanted, but she brought enough resources, she shouldn`t have had too...
And in all fairness, in that city it costs something like 62 days of work to earn a tandem if you hadn't been given a break. Whatever work you did besides for what you did for my character is totally seperate from what you did in the blacksmiths for a completely different character. 20 days for a bike and "what she wanted" is still incredibly incredible to me.
I hate people.
- Kreed
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All these threads debating how to 'fix' Cantr come down to one thing, its the eternal conflict between good and ev....oops wrong one...the one I'm referring to is the two conflicting forces pulling at Cantr.
Game verses Simulation.
I love simulation, always have, but we have the problem that most people in society lead sucky lives, so in trying to make a society simulation we're expecting people to play as sucky characters. As I've seen people complain that people spawn wanting to be town leader, or hero, or pirate captain, ect, ect. Who spawns wanting to be dung dryer?
I suggest dropping the simulation epithet totally and making this a society 'game'. Those who now judge ideas on weather they are 'realistic' should shift that to judging the 'funess' of an idea instead.
Half the repair times, half the impact of tiredness on fighting and give us more opportunities to create unique items.
I'm not saying dump the ideals, but without people playing there is no simulation or game, so dont throw the baby out with the bath water.
Game verses Simulation.
I love simulation, always have, but we have the problem that most people in society lead sucky lives, so in trying to make a society simulation we're expecting people to play as sucky characters. As I've seen people complain that people spawn wanting to be town leader, or hero, or pirate captain, ect, ect. Who spawns wanting to be dung dryer?
I suggest dropping the simulation epithet totally and making this a society 'game'. Those who now judge ideas on weather they are 'realistic' should shift that to judging the 'funess' of an idea instead.
Half the repair times, half the impact of tiredness on fighting and give us more opportunities to create unique items.
I'm not saying dump the ideals, but without people playing there is no simulation or game, so dont throw the baby out with the bath water.
Yuk yuk yuk.
- Kreed
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- viktor
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can't actually disagree with that there. although i have had a couple 'peasant' characters before and if i ever get my slot open and land somewhere.... survivable? i may have another again, actually i sorta do now, it's not all that boring to have a couple low impact 'peasants', havea home have ur rooms and ur stuff, work some jobs get things. the basic simple life. never thought i'd say this but it's one thing quillanoi helped, i ha a char there and the only way you could stay is if you were activly filling you're bank account so you can pay taxes, pain in the @$$ but it forces people to at least interact on some level, in game methnds to force interaction. allbeit there are other ways it's just a matter of realising and utilising them.
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Phalynx
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I always tried to have a few worker characters to balance out my more interesting characters - try and bring something to the world of cantr as a whole.
The added bonus being the game becomes all consuming if I have more than 5 characters who are serious players in the world of Cantr...
The added bonus being the game becomes all consuming if I have more than 5 characters who are serious players in the world of Cantr...
R.I.P:
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
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