Spawnsacs

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Doug R.
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Spawnsacs

Postby Doug R. » Sat Jan 12, 2008 3:46 pm

Spawning has been discussed in several threads here, but I think this is unique enough of a suggestion to make a new thread.

The idea kind of stems from The Lord of the Rings, where Saruman grows his Oruk-hai in muddy membranous sacs.

I suggest that newspawns come from objects called spawnsacs. Spawnsacs would weigh about half of a person, so they could be transported but not trivially.

The dynamics that determine spawning would be about the same, in that the number of spawnsacs a location has is determined by the number of people (so the odds of getting a newspawn would be theoretically unchanged from the system as it is now). However, I suggest that spawnsacs don't form until a location has been constantly inhabited by at least two people for a period of time.

Spawnsacs would be linked to their location of origin. If a location has 10 people, let's say they'd qualify for 5 spawnsacs. If the population dropped to 8, one spawnsac would die after a certain period of time. If a spawnsac is stolen, the location can't get a replacement until the stolen one either dies or spawns a newspawn.

One of my old charries always regarded characters as the most valuable resource in the game. If we were to implement a spawnsac system, this resource could be quantified and horded, just like any other *envisions wars over spawnsacs.* Keeping slaves generally doesn't work, but hoarding spawnsacs would; newspawns would have no idea that they had been abducted.

In addition, groups that travel (Wanderers, random explorers) could take their spawnsacs with them instead of risking people spawning after they left a location.
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trexdino
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Postby trexdino » Sat Jan 12, 2008 4:49 pm

I like it, would make sure if you spawned somewhere they would take care of you probably. Also, maybe you could destroy the spawnsacs maually if you didn't want any newspawns or to make the was over the sac more dangerous. If you couldn't get them, hurt your enemys by destroying the sacs.
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Chris
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Postby Chris » Sat Jan 12, 2008 5:27 pm

I think that this change would mostly encourage thieves and pirates. The problem with antisocial behavior in Cantr is that it takes a long time to build things up and a few seconds to screw other people over.

Once, out of frustration, I started a couple of characters who made mischief (stealing, starting obnoxious projects) from Day 1. They were killed quickly, and I got that antisocial impulse out of my system. Do you really want to give more opportunities to that kind of character?
Gran
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Postby Gran » Sat Jan 12, 2008 6:46 pm

I think that this change would mostly encourage thieves and pirates. The problem with antisocial behavior in Cantr is that it takes a long time to build things up and a few seconds to screw other people over.


Better defense I say.

Spawnsacs...are just...I didn't understood a thing...so we can do somekind of alchemistry or use these strange espontaneous appearing alien organism(supposed it can create life, it is living, otherwise it would be sort of abiogenesis) to create newpeople?
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Doug R.
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Postby Doug R. » Sat Jan 12, 2008 7:44 pm

GranAttacker wrote:Spawnsacs...are just...I didn't understood a thing...s


Think of them as lottery tickets. For each spawnsac you have, you have a chance to win a newspawn. If you win one, a spawnsac disappears. After a certain amount of time, you'll get a replacement.

They should be indestructible, and if they weigh 30kg, they'll be mostly immune from random mischief.
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Gran
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Postby Gran » Sat Jan 12, 2008 8:29 pm

This continues strange to me.I thought the idea was to implement sexual reproduction in the game.Such idea seems to me quite impossible, more than any other odd aspects of the game.

I think it doesn't fit anywhere, only in absurd situations far away from the actual cantreality.

I would vote no.
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Arlequin
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Postby Arlequin » Sat Jan 12, 2008 11:41 pm

It's an ugly name.

I'd suggest "rolling beds" made of fur, hides or whatnot. Any character carrying one is eligible for the spawning system *cough* formula.
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Rossato
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Postby Rossato » Sun Jan 13, 2008 12:18 am

I really prefer the coupling system.

But i really didn't get the point of the spawnsacs. What would happen if I wanna create a new char and there is no sac in my language group? How they are made?

And more important of all, why you think they should improve the spawning system? Maybe to prevent newspawns from being born at places where they are unwanted. Well, I really like the "out-of-ground" theory, and realism isn't the strength of this system or the proposed one.

I think that while the coupling system cannot be implemented, a way to "attract" births may cover the hole.

And how sad is to know that doesn't matter how long we discuss, it may be implemented only after years. :(

I'm not blaming ProgD, because I know that they have lives, not much free time and lag to fight, but it is sad.
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Postby Voltenion » Sun Jan 13, 2008 1:47 am

i like the idea, it's kinda interisting. And the question "where do they came from?" would disapear to give space to: "where did that spwansac came from?" :lol:

althought coupling would be far more interisting.
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Doug R.
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Postby Doug R. » Sun Jan 13, 2008 2:49 am

Sexual reproduction might technically be an "accepted" suggestion, but it's far to controversial to ever be implemented.
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Postby Gran » Sun Jan 13, 2008 3:33 am

Far controversial?!Unpropper morals?What?

If so let people grow from the earth like it is said in genesis...I do not see the reasons of the why creating spawnsacs.
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Torkess_theCommie
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Postby Torkess_theCommie » Sun Jan 13, 2008 4:17 am

I like the idea :)
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notsure
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Postby notsure » Sun Jan 13, 2008 4:37 am

I like the idea of coupling IN spawnsacs! Sounds cozy!!

notsure :?
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DylPickle
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Postby DylPickle » Sun Jan 13, 2008 7:09 am

I like this idea much better than coupling. It just so different and crazy, I love it. Also the potential for a sort of organization//possible conflicts that might arise could be incredibly fun.

I like it better than the coupling suggestion because.. well... coupling would be one more annoying thing to go along with sparring and hunting, it would seem. Doriyskom would be an urban orgy, Siom a giant sex romp. :p

Spawnsacs = much more fun.

An interesting question would be: What happens when a spawnsac is on a vehicle, be a it a land vehicle or a boat? Would they have to be outside to actually produce a newspawn?
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Doug R.
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Postby Doug R. » Sun Jan 13, 2008 12:49 pm

DylPickle wrote:An interesting question would be: What happens when a spawnsac is on a vehicle, be a it a land vehicle or a boat? Would they have to be outside to actually produce a newspawn?


I'd say no. Vehicles can currently be overloaded, so you got a newspawn on your vehicle, you'd just go very slow until you got them off.
Hamsters is nice. ~Kaylee, Firefly

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