Dust

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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Postby T-shirt » Sat Dec 30, 2006 6:51 am

wichita wrote:Crushing hematite generates dust.

That's an interesting idea; every project where resources are turned into a product of less weight, 10% of the weight difference will be produced as dust.
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wichita
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Postby wichita » Sat Dec 30, 2006 2:04 pm

I don't think we need to add dust as a resource. It would be better implemented by activating the dirtiness meter.
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Postby Arlequin » Sat Dec 30, 2006 4:44 pm

wichita wrote:It would be better implemented by activating the dirtiness meter.


So if I hit someone with my broom, he will lose some dirtiness? :o
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Postby T-shirt » Sat Dec 30, 2006 5:12 pm

wichita wrote:It would be better implemented by activating the dirtiness meter.

No, it wouldn't. When I use an electric wood saw inside, I would get dirty and my dirtiness meter would go up, if your suggestion would be implemented. But the room would remain clean.

My suggestion is for rooms to become dirty. That's something totally different. Unless you are suggesting to add dirtiness values to every building and object.
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Postby Chris Johnson » Sat Dec 30, 2006 5:45 pm

Locations (including vehicles) already have these settings (and have had for as long as I've been in ProgD,) but not currently implemented as with the dirtyness meter
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Postby T-shirt » Sun Feb 25, 2007 9:34 am

This good suggestion is collecting dust...
Time flies like an arrow, fruit flies like a banana. - G. Marx

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