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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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Pirog
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Postby Pirog » Mon Mar 15, 2004 1:00 am

Brandon>

I think that's a strange argument.
A lot of good ideas has been implemented during Cantrs history, so it is obvious that it wasn't perfect from the start.

I think one of the really good and fun things about Cantr is just how the players can influence the game by dropping advice here in the forum.
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Bran-Muffin
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Postby Bran-Muffin » Mon Mar 15, 2004 1:07 am

"Brandon>

I think that's a strange argument.
A lot of good ideas has been implemented during Cantrs history, so it is obvious that it wasn't perfect from the start.

I think one of the really good and fun things about Cantr is just how the players can influence the game by dropping advice here in the forum."

Thats true, however some of the ideas i didnt agree with either, i didnt agree when they changed iron, that is something that should have been done in the past. I dont agree with this if it was going to be done it should have been done in the past, put it in now and you ruin how people have viewed cantr to be for however long they have played it.

Thats how i feel anyway.
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Anthony Roberts
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Postby Anthony Roberts » Mon Mar 15, 2004 1:39 am

Brandon Smith wrote:"Brandon>

I think that's a strange argument.
A lot of good ideas has been implemented during Cantrs history, so it is obvious that it wasn't perfect from the start.

I think one of the really good and fun things about Cantr is just how the players can influence the game by dropping advice here in the forum."

Thats true, however some of the ideas i didnt agree with either, i didnt agree when they changed iron, that is something that should have been done in the past. I dont agree with this if it was going to be done it should have been done in the past, put it in now and you ruin how people have viewed cantr to be for however long they have played it.

Thats how i feel anyway.


In the past? You mean, a time when you didn't play, so that you wouldn't have to be worried with Iron then? :P - Think of the change of digging for Hemitite now, as a new angle to role playing. "All Iron has been taken out of Cantr by the gods as punishment for our violent nature" - See, just use that. :P
-- Anthony Roberts
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Bran-Muffin
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Postby Bran-Muffin » Mon Mar 15, 2004 2:25 am

"In the past? You mean, a time when you didn't play, so that you wouldn't have to be worried with Iron then? - Think of the change of digging for Hemitite now, as a new angle to role playing. "All Iron has been taken out of Cantr by the gods as punishment for our violent nature" - See, just use that."

Like i said Anthony i started playing the game around the 180-200's time of cantr and hematite was suggested way back then by a friend of mine, it would have worked out for the better if it was put in when he sugested it. I played all the way up to the late 400's or somewhere around there. Anyway, i dont like the idea of skills and i will remain that way for as long as i play this game.
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boomhaeur
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Postby boomhaeur » Mon Mar 15, 2004 2:55 am

"If skills were meant to be in this game then they would have been made at the start."

Huh? I've always had the impression that Cantr was a work in progress and has sort of grown organically since it's inception.

Personally I like the Iron change - I think of all materials it was the one that was far too easy to attain and let people advance unbelievably fast. I'm glad it's been made a little harder to attain and work with.
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Bran-Muffin
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Postby Bran-Muffin » Mon Mar 15, 2004 3:02 am

"Huh? I've always had the impression that Cantr was a work in progress and has sort of grown organically since it's inception."

Thats true, but every other rpg out there has stats/skills to use when you first start or after you play it for a few minutes and lvl up or advance whatever you want to call it. Not having skill/stats gives this rpg game a unique sense about it making it all the more enjoyable. Placing stats and skills in a game like cantr would make it like any other game, it would loose that unique sense and ruin it for me.
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Pirog
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Postby Pirog » Mon Mar 15, 2004 3:17 am

Brandon>

But you are still stuck in your idea about levels and so on...I haven't seen a single person wanting to turn this into Dungeons & Dragons or some similar RPG.

I don't want skills to make turn Cantr more into an RPG game, I want skills so that the society part becomes more advanced and interesting.
Travelling teachers, experienced mechanics setting up shops in the towns, well trained soldiers etc.

Cantr would be more diverse with skills. As it is now everyone pretty much makes the things they want for themselves...but if they had more of a profession a more complex society could be formed, and people would also get clearer identities.
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Bran-Muffin
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Postby Bran-Muffin » Mon Mar 15, 2004 3:30 am

Your right, i just cant picture how skills could be put in any different than those of other rpgs. Clear that up for me, i will most likely still be against it but still clear it up for me.
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Pirog
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Postby Pirog » Mon Mar 15, 2004 3:52 am

By having the skills work somewhat like tools do to certain resources.

I'm not skilled in either mathematics or programming, so I don't know how to work it out practically in detail, but by working on a certain project for a long time you could gradually get better.

There could also be theoretical projects, that could be started by people with these skills, and where others could "work" on the project to gain or improve their skill.
The higher the skill, the more efficient you get. The difference shouldn't be great though, just big enough to make it interesting for those who will use it for long periods of time. And that balance is the very key. The skills should take long enough to learn to make them worth the effort only if you are going to turn them into some sort of profession.
A person shouldn't have time to learn more than perhaps 2 skills before they start costing to much to pay off.

The point with it should simply be to make a more diverse society, where people could form their identities around their profession.
A farmer would supply the town with food, while the town guard trained combat wich would keep them occupied from other projects.
That way well organized communties would have a better chance of competing with others, and leadership and team work would be more important than just sitting on valuable resources.

I think the categories for the skills should be large, so that you don't have to have a lot of them.
Examples:

*Agricultural skill> for harvesting food
*Mining> for digging up metals etc.
*Wood cutting
*One for making clothes (I'm to tired to look up a proper name :))
*Combat
*Construction> making smaller tools
*Engineering> constructing houses, roads and large structures

Well, there are probably other fields to...perhaps hunting, where you would cause a bit more damage against animals etc.

I'm not saying that this is the best way or anything...it's just an example on how it can work.
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Bran-Muffin
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Postby Bran-Muffin » Mon Mar 15, 2004 4:02 am

Yeah sorry, might be a good idea to some but i just dont like it.
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thingnumber2
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Postby thingnumber2 » Mon Mar 15, 2004 7:49 am

It's like in RL...people can get more SKILLED in various things....it's not meant to be like an rpg...it's meant to be like RL....
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Bran-Muffin
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Postby Bran-Muffin » Mon Mar 15, 2004 7:54 am

Thats the thing cantr ISNT like real life, that is one reason why i dont like the idea, i have voiced others as well. Cantr is not meant to be like real life cantr is meant to be a society simulator, not our society just a society.
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thingnumber2
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Postby thingnumber2 » Mon Mar 15, 2004 7:57 am

Yeah, I know that...but still...skills would add extra goodness to the game....it wouldn't detract from the experience at all, imho...
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Pirog
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Postby Pirog » Mon Mar 15, 2004 11:33 am

Brandon>

Well, you are in your full right to dislike the idea :)

But at least you can admit that it would be possible to construct a skill system without levels and people maxing every skill, right?
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Anthony Roberts
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Postby Anthony Roberts » Mon Mar 15, 2004 1:46 pm

It's not like you'd be going around "Yo! I'm going to have this house done soon and then gain 80 experience! Wow! Only 128 Experience to next level!" - THAT would be RPGish and not what it's going to be like, if it were, I'd hate it too. It would be more like "You're the Carpenter of this town?" "Yep. I've been building houses since I was 23!" "Well, since you're so experienced in building houses, would you be interested in assisting with mine?"

What I'm trying to get at: Skills will help a character become a master of a profession. By building houses, or taking on training projects, your character would become better at building houses for later. Instead of a Building taking 28 days to complete, your skill might allow it to only take 24. That's not a big difference, but with more than one experienced person working on the same project, you know how amazing the economy would get?

Getting 10 people with trowels building a house might take 6 days (Just estimating, go with it :P). But 5 experienced people with trowels building a house, it might take 6 as well.

With skills, people would be better than others in a particular skill, as in real life. Cantr may not be based off of Real Life, but it still follows logic. You speak real life languages, you have two arms and two legs, you speak from your mouth, pick up with your arms, you're on land, boats use water, you cut down trees, you use a pickaxe on stone... etc. Get what I'm saying? It may not be "real life", but everything is adapted from it. Why can't experiences be part of the game? In real life, if I built houses all my life, I'm sure I could do a lot better a building another one than someone that just started in the profession - don't you think?
-- Anthony Roberts

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