Resource gathering as activity instead of project

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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Rusalka
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Postby Rusalka » Fri Dec 08, 2006 1:33 pm

I like the idea in general, but as smoeone mentioned before, such activity should be shown on project list.

Besides that, person who starts activity could set which other person should recive the product. Is that a bad idea?

About dragging - can we allow people from location x to drag someone the the same x location? It gives nothing except breaking the activity that dragged person is doing.
Artur wrote:ja chce miec fabryke i czarnuchow w niej a nie dom z ogrodkiem kurna i nie zycze sobie zeby mnie ktos pouczal o graniu w cantr qrka
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Postby Frits » Fri Dec 08, 2006 7:06 pm

Rusalka wrote:Besides that, person who starts activity could set which other person should recive the product. Is that a bad idea?

About dragging - can we allow people from location x to drag someone the the same x location? It gives nothing except breaking the activity that dragged person is doing.


Agreed, we should at least be able to see when clicking a char what is being done.
If i could name another person to receive the produce from my own activity the receiver needs to be notified if not all chars. The way it is now i could interfere with someone who's doing a longterm project by handing something bulky, join their project for the last hour so it falls to the ground sooner, pick it up and make myself scarce but everyone would have seen. If i can stuff someone's inventory secretly using a harvester or sand, well you know, the player should get notification.
I don't understand this problem with dragging people have, if there's no building/vehicle you're in bad luck. You can hit the char and the project will progress slower.
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SekoETC
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Postby SekoETC » Fri Dec 08, 2006 7:23 pm

Yeah, even though defining someone else as a receiver sounded like a good idea first, this way you could give them kilos upon kilos of sand without at least anyone else noticing, even if the person was getting announcements of it. What if the player was on vacation, and you would sneak their inventory full of sand? If they were trying to farm for food, it would end up on the ground since you've burdened them with something inedible.
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Rusalka
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Postby Rusalka » Sat Dec 09, 2006 2:19 am

God, your evil plans are really impressive. It would never enter my head :) The same way you can manualy give someone 15kg of sand when you know he will finish his 5kg steel refining project next turn. Wow, I have to try that! :twisted:
Artur wrote:ja chce miec fabryke i czarnuchow w niej a nie dom z ogrodkiem kurna i nie zycze sobie zeby mnie ktos pouczal o graniu w cantr qrka
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Crosshair
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Postby Crosshair » Sat Dec 09, 2006 9:49 am

So would it be a gradual buildup in your inventory? If anyones ever played Tribalwars or the Crusades, the resources accumulate over time, and dont just come in one big lump... that'd be more realistic too.
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Postby Frits » Mon Dec 11, 2006 9:53 pm

I kind of like the suggestion but thought i'd better mention it also creates some new cases.
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Sicofonte
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Postby Sicofonte » Tue Dec 12, 2006 1:06 pm

Gathered resources can be calculated each time the player conects to the character or someone gives something to the character. The server will calculate
- The amount gathered, from the time since the last conection and the current one, putting it on the inventory in that moment (before player gets into the char's inventory).
- The time that will take until inventory gets full. And if it is possible, to program an hourly event starting at that moment for dropping down the output excess from then.

This will be more realistic with respect to the real time processing, and it could relieve the server from some unnecessary ciclic tasks.
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Jos Elkink
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Postby Jos Elkink » Wed Dec 13, 2006 1:52 am

That's an interesting suggestion :) ... I had a totally different idea, but that one is quite good as well. Interesting :) ...
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N-Aldwitch
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Postby N-Aldwitch » Fri Dec 15, 2006 1:49 am

Oh good one- you're preventing what, two, three people from doing this?
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Jos Elkink
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Postby Jos Elkink » Fri Dec 15, 2006 2:15 am

N-Aldwitch wrote:Oh good one- you're preventing what, two, three people from doing this?


:?:
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formerly known as hf
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Postby formerly known as hf » Fri Dec 15, 2006 4:11 pm

I was a bit shocked when I saw that the first post mentioned repairs - and that was Sept 05!

I'm sure repairs aren't over a year old?
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Sicofonte
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Postby Sicofonte » Fri Dec 15, 2006 4:25 pm

Jos Elkink wrote:That's an interesting suggestion :) ... I had a totally different idea, but that one is quite good as well. Interesting :) ...

Ey, Jos, don't pay attention on N-Aldwitch's deliriums (OOR: he wrote in the wrong player), I'm wondering which is your version.
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Jos Elkink
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Postby Jos Elkink » Fri Dec 15, 2006 5:10 pm

Sicofonte wrote:I'm wondering which is your version.


Just to store exact times when something is processed in the database instead of doing things turn-based, so that you can calculate at any random time how much the project progresses. That would allow for server processes to run projects whenever they get to it, which is more flexible and can be far more frequent. But it also implies you can calculate it only when it matters, something I hadn't considered.
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Sicofonte
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Postby Sicofonte » Thu May 10, 2007 10:31 am

*bump*
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Racetyme
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Postby Racetyme » Thu May 10, 2007 3:54 pm

I had never seen this post before the bump. I love it. The only problem is a lot of people seem to want to keep it someone like projects. It should be far simpler than many suggestions. Machines and other projects should still be projects. It requires far less difficult coding, and putting the stuff in the machine and working on it as an activity would be more than a small hassle.
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