Driving Skills

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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Dee
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Driving Skills

Postby Dee » Sun Dec 03, 2006 5:02 pm

I know a lot of people hate the fact that we have skills in the game, but I don't, I think it's great. And because of that, I'm suggesting a new skill (it may have been suggested before, I'm too lazy to search).

So, yes, driving skills. I'm sure we all know what this means... If you're not so good at driving... You have an accident!! But this shouldn't happen a lot... Not at all, maybe the percentage would be something like 0.04% or something...

Go ahead, you can call me names now :P
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Postby tiddy ogg » Sun Dec 03, 2006 5:25 pm

The whole concept of accidents is surely new to Cantr. I'd have thought that driving skill might affect the speed at which you go.
One problem that springs to mind: if there are several people in a vehicle, who's driving?
Would you have to nominate one?
All adds to the complexity.
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Dee
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Postby Dee » Sun Dec 03, 2006 6:19 pm

That's a good point! Yes, there defintley should be someone who is driving, and that person should be specified... It could be like a project or something. Yes, a project.
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psymann
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Postby psymann » Sun Dec 03, 2006 9:11 pm

Or just the average of the people in the vehicle, same as for shared projects... a bit unrealistic, but no more so than joint projects...

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sem
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Postby sem » Sun Dec 03, 2006 10:23 pm

Or just the average of the people who have a key (if the lock's intact)
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Postby tiddy ogg » Mon Dec 04, 2006 8:30 am

A couple more points. If you have a skilled and an awkward sailor... the boat goes faster when the awkward one is in the cabin. Is that what's wanted?
Also, if this skill also applies to walking, it would give more meaning to events like the sports festival held once upon a time on K-isle.
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Postby Sunni Daez » Mon Dec 04, 2006 10:42 am

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Sicofonte
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Postby Sicofonte » Mon Dec 04, 2006 2:16 pm

If there is a Skill, there should be a project or an action.

I'd suggest:

- Sailing project: something equal or very similar to a resting projet (so no other activities carried on by the helmsman if we want the boat sailing), and only the people participating in that project can change the direction or speed.

OR

- Sailing activity: when someone uses the "Continue" button to change the course and speed, his/her sailing activity is taken as the helmsman skill.
Last edited by Sicofonte on Tue Dec 05, 2006 4:12 pm, edited 1 time in total.
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Jos Elkink
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Postby Jos Elkink » Tue Dec 05, 2006 3:49 pm

I like these suggestions :) ... Car accidents were among the core features of the lego game Cantr is based on :) ... It's surprisingly easy to accidently make an accident when moving a lego car with your hands :-) ... And that lead to tickets, police intervention, car repairs, etc. I think Sico's main income in the whole game was tickets (a privatised police ...) and my main income was car repairs :) ...
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Kanon
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Postby Kanon » Tue Dec 05, 2006 5:01 pm

I was thinking about car accidents too. I thought it should be based on skill, current vehicle speed, amount of vehicles on the road... Those factors should modify the probability of having an accident.
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Postby new.vogue.nightmare » Tue Dec 05, 2006 5:09 pm

That'd probably make more use for radios and people with a high building vehicles skill. Maybe the implementation of vehicles that could tow other vehicles in the event of an accident that left the vehicle undriveable.
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Arlequin
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Postby Arlequin » Tue Dec 05, 2006 5:58 pm

Sailing already requires player skill, to avoid getting stuck in land and taking the best path.

I wish there were winds, so it was more like in Sid Meier's Pirates. Once the best paths were known it would be easier to find other ships following those winds. Nice thing for pirates. :D
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Jos Elkink
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Postby Jos Elkink » Tue Dec 05, 2006 7:23 pm

Winds would be fun, but imagine the map makers' complaints when it becomes less predictable where your ship is going! :)
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Postby wichita » Tue Dec 05, 2006 7:33 pm

Jos Elkink wrote:Winds would be fun, but imagine the map makers' complaints when it becomes less predictable where your ship is going! :)

More motivation to code the sextant. ;)
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Frits
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Postby Frits » Tue Dec 05, 2006 7:47 pm

Arlequin wrote:Sailing already requires player skill, to avoid getting stuck in land and taking the best path.

I wish there were winds, so it was more like in Sid Meier's Pirates. Once the best paths were known it would be easier to find other ships following those winds. Nice thing for pirates. :D


I think the ideal route is dictated by currents primarily, not winds. Ask a real skipper to make sure and how big a factor the sail (in the old days) or engine is. At any rate the direction of currents is a lot more reliable than the direction of wind.

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