with regards to rot/destruct/repair of buildings/vehicles

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formerly known as hf
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Postby formerly known as hf » Tue Nov 14, 2006 12:37 pm

I used to moan about the skills, but, if I'm honest - they make no difference whatsoever to Cantr (except the combat skill)

Projects are long in Cantr, and the differences between skills relatively small - that any difference is not notable.

Either skills should be done away with completely, or they should have more of an effect (durability / quantity etc...)

EDIT: As for the subject of building rot - stone buildings should take centuries (300+ ig years) to rot, so that they require no repair. Same for halls and marble buildings.
Log cabins and cottages should take 100 or so in-game years to rot (i.e: still never really need repairing) and reed and mud huts and shacks shouldnt last more than about 30 ig years... (prompting those areas with hundreds of huts... to go and get/trade for stone...)
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DELGRAD
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Postby DELGRAD » Wed Nov 15, 2006 7:20 am

Sicofonte wrote:Currently, a pair of criminals could show up in your town, drag you into their vehicle, break the lock of your building, stole all your stuff, build a new lock, and let you die locked inside.
The suggestion being discussed would require a crowbar or equipment further rare, so your char would be in the same risk with or without this being implemented.

And yes, skills system must be redesigned. Step by step.


The destruction of one's building is just one more thing to worry about.


formerly known as hf wrote:Either skills should be done away with completely, or they should have more of an effect (durability / quantity etc...)

Agreed skill level should impact on projects. Awkward and expert cook both take 1 day to smoke 350 grams meat. Should be a difference on projects between skill levels and of cource efficient should be the middle ground (350 smoked meat). Levels below slower/less and levels above faster/more.
Talapus
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Postby Talapus » Wed Nov 15, 2006 7:29 am

DELGRAD wrote:Agreed skill level should impact on projects. Awkward and expert cook both take 1 day to smoke 350 grams meat. Should be a difference on projects between skill levels and of cource efficient should be the middle ground (350 smoked meat). Levels below slower/less and levels above faster/more.


That is the way they already work. An awkward cook can only make 175 grams of smoked meat in a day (or rather, it takes them two days to make 350 grams), and an expert cook can make 525 grams in a day. The rate that is shown when starting a project is the average (the amount that would made with center of the road skills).
DELGRAD
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Postby DELGRAD » Wed Nov 15, 2006 7:51 am

Talapus wrote:
DELGRAD wrote:Agreed skill level should impact on projects. Awkward and expert cook both take 1 day to smoke 350 grams meat. Should be a difference on projects between skill levels and of cource efficient should be the middle ground (350 smoked meat). Levels below slower/less and levels above faster/more.


That is the way they already work. An awkward cook can only make 175 grams of smoked meat in a day (or rather, it takes them two days to make 350 grams), and an expert cook can make 525 grams in a day. The rate that is shown when starting a project is the average (the amount that would made with center of the road skills).


Haven't noticed a difference between characters with different skill levels. I need to pay more attention to my characters. I do play them every day, just seemed they all did same on all skill levels.
What about automatic projects? Is that set or is it by what skill level of initiator?
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Postby Talapus » Wed Nov 15, 2006 8:05 am

DELGRAD wrote:What about automatic projects? Is that set or is it by what skill level of initiator?


Automatic projects progress independant of skill level (and any other factors normally associated with project progression such as tiredness or damage). A one day project that is automatic will finish in exactly one day. There is another category of project type which is automatic, but can be assisted by people (there are currently no projects of this type). For these combined projects, the automatic portion progresses independant of skill, while the manual contribution (if any) is dependant on all of the normal factors.
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Sicofonte
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Postby Sicofonte » Wed Nov 15, 2006 10:58 am

DELGRAD wrote:
Sicofonte wrote:Currently, a pair of criminals could show up in your town, drag you into their vehicle, break the lock of your building, stole all your stuff, build a new lock, and let you die locked inside.
The suggestion being discussed would require a crowbar or equipment further rare, so your char would be in the same risk with or without this being implemented.

And yes, skills system must be redesigned. Step by step.


The destruction of one's building is just one more thing to worry about.


Being consistent, if your char dies, he won't worry about the house.
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the_antisocial_hermit
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Postby the_antisocial_hermit » Wed Nov 15, 2006 2:31 pm

Sicofonte wrote:
DELGRAD wrote:
Sicofonte wrote:Currently, a pair of criminals could show up in your town, drag you into their vehicle, break the lock of your building, stole all your stuff, build a new lock, and let you die locked inside.
The suggestion being discussed would require a crowbar or equipment further rare, so your char would be in the same risk with or without this being implemented.

And yes, skills system must be redesigned. Step by step.


The destruction of one's building is just one more thing to worry about.


Being consistent, if your char dies, he won't worry about the house.

But he will before he knows he's going to die. Then when he knows he's going to die, he'll probably worry about his life. Then he'll be dead and not worry about anything. Unless it's a materialistic character that cares more about their home than their life.
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mikejacobs14
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Postby mikejacobs14 » Wed Sep 10, 2008 10:12 am

Yeah, why not also implement siege weapons where they can attack a town from another town (within the pixel range)

*You see Bob Dole firing the catapult towards Doryskom*
*Bob Dole views with telescope to see where the projectile landed*
"Well, it seems like I accidentally killed our messenger.......At least we don't have to pay him the 500 steel for delivering the message."
*Two minutes later you see a stone projectile flying towards the town*
*You see Bob Dole crushed*
"Well, now its my turn to play with the catapult"

Awesome idea, eh? Use stone (let say 500 grams of stone) as ammo or Cantrians, a new effective corpse delivery system ^^.

*You load up Bob Dole corpse onto the catapult and fire....*
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Doug R.
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Postby Doug R. » Wed Sep 10, 2008 12:09 pm

Check the suggestions forum, you'll find it there.
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