A way to substitute tools for each other

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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SekoETC
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Postby SekoETC » Fri Jun 08, 2007 7:01 pm

At the moment I think babies would be slightly easier to implement.
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Postby Reindeer^ » Mon Jun 11, 2007 12:47 pm

I think there should be groups but not so many of them. :?

SekoETC wrote:At the moment I think babies would be slightly easier to implement.


Why should this be implemented if it takes so much work? It doesn´t improve this game much.
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Postby SekoETC » Mon Jun 11, 2007 4:36 pm

Off-topic: Babies? People wouldn't be spawned alone. Everyone would be related to someone else. And why children instead of fully developed creatures? Since a person with full newspawn abilities wouldn't need the help of their elders, other than the financial aid. And after getting the financial aid, they could just split. But if there's a period of helplessness during which running of would most likely lead to death, the child would have time to learn to know his or her parents, in the best case forming an emotional bond.
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Postby Reindeer^ » Tue Jun 12, 2007 8:30 am

Ou. :oops:
I mean, why should this grouping thing be implemented if it takes so much work.
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Postby SekoETC » Tue Jun 12, 2007 9:03 am

Poor/primitive societies and people who are just gonna make something once could survive with just a few basic tools instead of having to produce specialty tools for every thing. While professionals and rich people could produce things that are of finer quality and better duration, thus there would be more variety.

Project setup would be easier because there wouldn't have to be separate projects for hammer and sledgehammer for example. Or two people could work on the project together, one using a sledgehammer and one a regular hammer.

In the suggested figures the highest number of finesse and power was one, but there could be new items in the future that have a figure higher than 1. Currently the sledgehammer is the most efficient tool for crushing hematite but in the future they could add a steam-powered pounder. Instead of lowering the values for everything else (and rising the daily iron ore production rate), the new tool could be given a power greater than 1.
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Sicofonte
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Postby Sicofonte » Tue Jun 12, 2007 11:04 am

why should this grouping thing be implemented if it takes so much work


This shouldn't be implemented. But it would be good if implemented.

As I have said above (pfff... it is really boring and tired to speak in these forums)
(New) players have knowledge about real life, logical (and realistic) about what you can do with a knife (or wahtever). The current way (specialiced tools for everything) squanders all that knowledge.

If someone in the staff have the time and skill to do this, good. If not... -shrugs-
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Postby wichita » Thu Jun 14, 2007 12:28 am

I actually really like this idea, or an idea incredibly like it. ;) About a year and half ago I probably dreamed up a similar factor to have a functional impact to item wear (brand new: rate=1x, crumbling, rate=0.1x). It would certainly help clean up the machine types database for a few things.

Of course, resource groupings would help more...
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Postby RangerSteven » Mon Aug 20, 2007 1:15 pm

SekoETC wrote:I've been trying to figure out how to implement this and it's rather complicated.


Allow all possible arrays of tools to be used for all projects, and then calculate time to finish based on power and quality of the output based on finesse?
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Postby SekoETC » Mon Aug 20, 2007 1:36 pm

But power varies based on the function the item is trying to fill. A sledgehammer might be very efficient in crushing hematite but if you tried to use it on cutting silk, either it would take much longer than with a proper tool or quality of output would be 0. So not quite everything can be used for every purpose.
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Postby Wolf » Mon Aug 20, 2007 3:41 pm

One thing I'm not seeing back in this discussion, and which frankly worries me, is that the state of produced items (crude, sharp, fine etc.) would be based on the tool used, but there's absolutely no mention of a character's skill.
If you wanna go the realistic route, you're gonna have to take skill into consideration as more than just how fast an item can be produced by a character.
For example, I've been on a survival trip in Scandinavia quite a few years ago, and the group I was in had good equipment, but we spent ages getting a small fire started... while another group had this outdoorsman in charge, he only used what he found outside, and a piece of metal and a piece of flint.... and while we were still trying to light our fire with matches, lighters and some petrol from a lamp, we could already hear a nice roaring fire from that other group.
An expert would be able to make a decent blade with crude tools, while a novice could have the best tools available and only come up with a blade that'd look more like a club than a blade.
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Postby SekoETC » Mon Aug 20, 2007 4:19 pm

Good point Wolf, that aspect should also be taken into account.
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