Stats (strength, intelligence, etc.)

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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kasuo
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Stats (strength, intelligence, etc.)

Postby kasuo » Fri Mar 12, 2004 11:49 pm

I didn't find this so I'm posting this suggestion. What do you think? Maybe something simple to model and all characters can start with the same stats that eventually build up as certain projects are completed.
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The Hunter
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Postby The Hunter » Sat Mar 13, 2004 12:03 am

Check out the "skill system" thread... It not going to implemented soon tho, if ever... Everyone has a different opinion about it.
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Bran-Muffin
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Postby Bran-Muffin » Sat Mar 13, 2004 12:38 am

yeah it would ruin cantr, not how the game should be.
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Pirog
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Postby Pirog » Sat Mar 13, 2004 12:51 am

Brandon>

Why would it ruin Cantr?
A skill system wouldn't have to make Cantr into some Dungeons & Dragons RPG.
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Bran-Muffin
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Postby Bran-Muffin » Sat Mar 13, 2004 1:03 am

I just dont like the idea of a skill system.. the game was built without one awhile ago and it should remain that way. I joined the game in the early 200's and love how it was back then... *shrugs* i just think a skill system would be way to much of a change to it, i dont like the idea of not being able to build something just becuase you dont have the needed skill or skill lvl, just a dumb change that isnt needed... Just my opinion..
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Lone Wolf
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Postby Lone Wolf » Sat Mar 13, 2004 9:16 am

What about this. Instead of raw resources being named like "hematite" and "stone" when a character first see's the resource it just show's a dicription of the resource. The Character would have to name it, just as we name other characters. This would also allow towns to name resources what they want (Gold=Yellow stone). But if your character goes from, one town to another, They would see the resource as what they know it as not as what the town being visited would know it as. It wouldn't matter if a town called Gold, Yellow stone. if you know it as Gold or any other name that is how it would be Identified to your character.
This is just like the character naming system, so I'm sure it could be done
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new.vogue.nightmare
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Postby new.vogue.nightmare » Sat Mar 13, 2004 10:13 pm

About the skills: You should still be capable of making things, but the more you make things, the better you get at it.

*is for anything that would increase specialization of labor*
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Sun Mar 14, 2004 12:04 am

the type of skill system that rewards soeone for making or doing the same thing over and over i like but the last skill system proposed was you had to make a skill level before you could scratch yourself and that would just mean it'd be even harder to keep noob's in the game and we'd get player's who came here not to RP but to try and have better skill's then anyone else. not the point of the game
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Pirog
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Postby Pirog » Sun Mar 14, 2004 1:12 am

I agree with vogue.
The thing I would really like to see is professional workers and soldiers.

If armed guards, who could spend their time training, supported with food by the peasents, you would have a lot more interesting societies in the game. Well organized communities could form entire armies, who would have a much easier time fighting untrained militia in smaller settlements...and then finally we could have some lasting empires in the game :)

But I'm very much against skills that would eliminate certain things...they should just make people more efficient.
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Bran-Muffin
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Postby Bran-Muffin » Sun Mar 14, 2004 1:14 am

Im still dead set against the skills.
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jeslange
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Postby jeslange » Sun Mar 14, 2004 1:24 am

I think the skills will make societal relationships much more complex, but in a good way.
As it is, older chars might take chars under their wings, but what they can teach is currently limited to knowledge and such. Having an experienced char being able to also physically help chars would add complexity to the relationship(s).
I think there would be more respect going around too, and more continuity. Like, when the old geezers are training the newspawns/less experienced chars, there will likely be things like story telling/moral lessons involved. So I'd guess.
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ephiroll
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Postby ephiroll » Sun Mar 14, 2004 1:38 am

Brandon Smith wrote:Im still dead set against the skills.


I gotta agree, stats would turn Cantr into just another numbers game with everyone min/maxing to come up with the "perfect" char.
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new.vogue.nightmare
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Postby new.vogue.nightmare » Sun Mar 14, 2004 1:55 am

The thing is, you shouldn't be able to see what your stats are, but after making say, two or three hammers, you would notice that they get progressively easier to make, or after farming for a few years, you'd notice that you can get greater yields, and so forth. I don't want Cantr to descend into a D&D-esque stats-based game though. That, although fun sometimes, isn't what Cantr is about now, and isn't what it should become.
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kroner
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Postby kroner » Sun Mar 14, 2004 2:28 am

right, i'd like to see skills introduced, but only with small effect on people's productivity. like someone with the highest possible skill in one area would still only be maybe 50% more efficient than a new spawn.
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Bran-Muffin
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Postby Bran-Muffin » Sun Mar 14, 2004 2:33 am

nope bad idea, skills would change this game for the worse... shouldnt have ever been thought of *kills the person who thought of it and the people who agree with him/her*

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