Suggestion for new vehicles

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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fishfin
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Postby fishfin » Sat Oct 21, 2006 5:17 am

What about submarines? They would be invisible on the map when submerged and they can only stay submerged for a sertain amount of time.
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Postby Chris Johnson » Sat Oct 21, 2006 8:47 am

Trains and weather (including winds and currents) are already accepted bothe require programming input but are low down on priority - no one is currently working on them - they will be worked on when resources are available and more pressing items have been implemented.
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Postby wichita » Sun Oct 22, 2006 1:42 am

I have thought about discussing submarines with Programming before. A boat that would not appear on the map or the incoming ship messages, just like the good old days..... :D

Mostly useful for stealth amphibious assaults. Torpedoes would require much bigger changes.
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Postby Elros » Sun Oct 22, 2006 1:56 am

wichita wrote:I have thought about discussing submarines with Programming before. A boat that would not appear on the map or the incoming ship messages, just like the good old days..... :D

Mostly useful for stealth amphibious assaults. Torpedoes would require much bigger changes.


Possibly only viewable if you have a radar built on your boat or something?
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Postby Rand » Sun Dec 10, 2006 4:13 pm

Has anyone ever thought about making walking sticks a type of vehicle, and maybe shoes would help too. Maybe not a 'Vehicle' but an augment to the way you already walk, shoes+stick 10% increase at the rate you can already walk
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Postby Pie » Tue Jan 23, 2007 2:54 am

A reed longboat.

Like a longboat, but made with bunches of reeds, or bamboo.

Verry realistic, look it up (somewere...)
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Postby Arlequin » Tue Jan 23, 2007 3:20 am

Wouldn't the not so far away changes for fueled vehicles and vehicle rot allow implementing ridable horses as vehicles?

Once you get the chair and else, the project would need to check if there are horses in the location, that's all.

Wheat, sorgum, vegetables and so could be smiced to make the fuel. A fast rot would mean you need to take care of them...

"Building" the horse wouldn't be fast, but you would need only hides, bones and sinew for the chair, etc... It would add some speed and carrying capacity, but you need to keep it fed to go anywhere so it's only cheap to make. In the long run you are wasting quite some time to maintain it. And it should be lock-less, of course.
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Postby Pie » Fri Feb 23, 2007 2:08 am

I suggest a ship-of-the line, or a manofwar, or something of the sort, to give people a higher goal to reach when making a boat.
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Postby Pie » Fri Mar 02, 2007 2:19 am

And a chariot. holds more than a bike, less than a tandom (maby about 25000g or so) but travels faster than a tandom, but is UBER expencive. like, with iron, and steel, and wood, and leather to.
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Postby Pie » Mon Mar 05, 2007 3:05 am

Ok, two boats.

The Cat boat, a small, dingy like boat, exept maby a bit of iron, and alot faster (maby 55 or so.)

And of cours, a HUGE SHIP!!! well not that big, but still. A clipper. maby 20,000g of wood, maby even 19k, and if you're feeing CRAZA, 18k. and were going to need 3000-5000g of iron, same steel, but a huge cargo hold, and 50 speed.

oh, and a cog. 15000g of wood, 500g of iron, same steel, with a fairly large cargo, but ony a 40, maby 35 speed.

aaand, a Dhow, with 12000g of wood, 500g of iron and steel, smaller cargo, but 50 or so speed.
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Postby Crosshair » Mon Mar 05, 2007 9:40 am

A Cutter.... slightly bigger'n a longboat, and much faster as well, but smaller'n a sloop.
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Postby SekoETC » Mon Mar 05, 2007 12:51 pm

Reed boats are a good idea, the Egyptians visited America by using reed boasts long before the Vikings did. But how come no one is suggesting timber for the really big boats/ships?

It would be cool if instead of restricting solely lake and sea, vessels were giving max distance they can safely go from a shore and waves were assumed to increase the further you got, rising the chance of accidents. But how to measure distance from an irregular shape, that I don't know.
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Chris Johnson
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Postby Chris Johnson » Mon Mar 05, 2007 1:03 pm

SekoETC wrote:...But how to measure distance from an irregular shape, that I don't know.


Thats not a problem (well not too much of one) - All land/water boundary's are known in Cantr (which is why ships "mostly" stop when they hit land) - However the calculations are quite intensive so a pre-calculated water-zone boundary method would probably be a better approach - Which would work well with ideas for prevailing currents etc.
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Postby formerly known as hf » Mon Mar 05, 2007 1:04 pm

Elros wrote:
wichita wrote:I have thought about discussing submarines with Programming before. A boat that would not appear on the map or the incoming ship messages, just like the good old days..... :D

Mostly useful for stealth amphibious assaults. Torpedoes would require much bigger changes.


Possibly only viewable if you have a radar built on your boat or something?
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Postby SekoETC » Mon Mar 05, 2007 1:51 pm

I don't see why someone couldn't for example cross the Longinazy/Shortinazy gap with a rowboat, but if they were trying to go from Treefeather island to Naron then they would need a good sea vessel, or a lot of luck. Sea travel is far too safe, if there was a chance of shipwreck then people wouldn't sail to the unknown in a longboat and the shortage of population on the English islands would ease out when people would be too afraid to go exploring, at least on their own. Exploring would take cooperation and that would be good.

If you're gonna implement some zones then it would be good if they were presented in different shades of blue on the map so that you could see when you've gone too far and wouldn't have to guess. Also you could say from the colour of the water if you're close to a shore or not, so faster ships could sail a bit farther from the coast without having to fear that the coastline just curves away from them and they'd never notice.
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