Non-infinite Resources

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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Ash
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Non-infinite Resources

Postby Ash » Sat Feb 21, 2004 3:58 pm

Make all resources run out, or have a certain amount of time until they are used up, like all resources would run out, like not everyresource has a never ending supply. Resources like, coal, oil, hematite, and all foods, and wood, and all of the other resources.

You could make it that you have to plant more foods and trees ( :roll: dont ask) and the resources like coal, oil, and that once they run out they are permanantley gone, and maybe the resource found in another nearby place to where it run out. The way resources are intensley farmed they should be able to run out, maybe this would also lead to people willing to complete the abandoned projects more.
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Spider
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Postby Spider » Sat Feb 21, 2004 4:03 pm

So, if there was a place for carrots and noone was there getting any, they would never be needed to re-plant since theres so much, and when someone finally starts there own project, they don't have to worry.......how about if you don't collect something for a long time and just let the plant grow, you can get more per day.
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Ash
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Postby Ash » Sat Feb 21, 2004 4:13 pm

I don't get it, how would an increased amount of food make the yeilds higher? It wouldn't affect it, there would just be more resources there to be gathered which doesn't really mean for the yeilds to be increased, that would just make it awkward.
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Spider
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Postby Spider » Sat Feb 21, 2004 4:35 pm

Cuz it would be easier to get, since there are is so much......i just said it cuz you wanna put some new limit to it, and if you do this, i want there to be a benefit to it.
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Solfius
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Postby Solfius » Sat Feb 21, 2004 5:59 pm

I like the idea of dynamic resources.

And I agree with Spider's logic, that if there are more in a place then it is easier to get them as they are higher in density.

My idea of farming in Cantr is more akin to gathering wild varieties of the foodstuffs we eat, which accounts for the lack of farming proceses, so if there is more then there is more foodstuff per square metre, and it's easier to collect larger quantities.

What would be good would be hidden resources, like hematite could be hidden away and you'd have to prospect to find it and exploit it.

Also, some resources, like coal and oil, could slowly be replaced in places like forests etc, as the trees etc fossilise.

And something else that was mentioned, like digging holes when mining stone etc, that would be good
Camino
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Postby Camino » Sun Feb 22, 2004 1:32 pm

We must have this implemented! Especially the hole digging bit - I just want to create an entire underground community really and thats about it really... yay holes!
Ash
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Postby Ash » Sun Feb 22, 2004 3:58 pm

Solfius wrote:I like the idea of dynamic resources.

And I agree with Spider's logic, that if there are more in a place then it is easier to get them as they are higher in density.

My idea of farming in Cantr is more akin to gathering wild varieties of the foodstuffs we eat, which accounts for the lack of farming proceses, so if there is more then there is more foodstuff per square metre, and it's easier to collect larger quantities.


Ah ok then, but i just thought that would have been hard to implement, but maybe i am wrong, but i don't disagree with the point, it is a good point.


Solfius wrote:What would be good would be hidden resources, like hematite could be hidden away and you'd have to prospect to find it and exploit it.


Heh, you could build your house on it, so then nobody would beable to know it was ever there and you would have to mine it from inside the house, that would be cool.
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Solfius
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Postby Solfius » Sun Feb 22, 2004 4:01 pm

hole digging could start the transition from cantr with an abstract spatial system to Cantr with a more accurately placed one, with better sense of what exists where (not necessarily one where you must use pin point accuracy and move by headings and map co-ords).

Burying and digging up:

you could choose a co-ordinate in your location to dig a hole, and a depth.

You dig to the depth and then can store stuff there, and/or fill it in.

That would replace the current way of burying bodies, and would allow to bury other things as well (dragging people into holes and burying them alive :twisted: )

If someone has already buried something you can dig down, and if you encounter something you will stop digging and have a "discovery message" to tell you something like "You have stopped digging because you have excavated something".

That way you can accidently unearth old treasures when digging down to bury your own things.
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Solfius
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Postby Solfius » Sun Feb 22, 2004 4:03 pm

Spook wrote:
Solfius wrote:What would be good would be hidden resources, like hematite could be hidden away and you'd have to prospect to find it and exploit it.


Heh, you could build your house on it, so then nobody would beable to know it was ever there and you would have to mine it from inside the house, that would be cool.


sounds like those buildings etc that are erected over the tops of mine shafts to protect the mine :wink: that would be good too. A way to control resoruces
Ash
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Postby Ash » Sun Feb 22, 2004 4:06 pm

That would be a good idea for Pirates, and theives, could bury there loot, take down the co-ordinates and come back later. Would be cool if it happened, with the holes being implemented.

And about burying people alive, how exactly would that work? Would you drag them in there like you would with a building?
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Solfius
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Postby Solfius » Sun Feb 22, 2004 4:13 pm

well, it was justa random thought. It would require holes be like buildings, rather than a temporary storage option.
west
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Postby west » Sun Feb 22, 2004 7:30 pm

It'd be a cool thing for the grid-based Cantr 2.0
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Mon Feb 23, 2004 12:19 am

yeah this would be good but if ya did it in some places like Lad and possibly Kwor you'd be for ever having to refill your holes and try a different place cause you'd keep digging up bodies
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Solfius
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Postby Solfius » Mon Feb 23, 2004 5:55 pm

so you bury bodies deeper, you can specify depth, so you digg a real deep hole, then put a body in, fill it a bit, then put another body in it, fill a bit and repeat. So you'd get space saving stacked graves
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Postby Meh » Mon Feb 23, 2004 5:57 pm

Or use your millstone on them first. It is a real space saver.

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