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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boomhaeur
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Postby boomhaeur » Mon Mar 15, 2004 4:19 pm

I think Anthony has hit the nail on the head.

Skills as described there would really tweak the game to an exciting stage where trades would begin to develop and a true economy would start to form.

People have tried to specialize in certain fields etc. I think it would add a great depth to the game too in the larger cities. I have a character in Naron now who basically sits there and is crushing hemitite or smelting Iron ore - it'd be great if it came to a point where he attained skills and could do that role faster/more efficient than other people. Right now he's just a drone - someone can stick their head in the door and say "okay come pick rice now" and my guy can get up and do that just as effectively.

Ideally I would gain skills and become a blacksmith for the town - in exchange for the tools and materials I produce I could barter with the local famrers etc.

I can only see positives to this kind of system. And for any sort of Role playing system I think it's absolutely neccessary.
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Postby Meh » Mon Mar 15, 2004 4:45 pm

If skills were done as objects it would increase the demand for multiple machines.

Say your crushing hematite and you are better than the average bear.

If a project was started that takes advatage of your skill level it discludes all others at a lower skill level. Others would only get in your way.

You would have to have a duplicate machine for the green if you wanted high skilled and low skilled to work at the same time.

If you want to make it different than other games then have player teachers. Other games are learn as you go or have NPC instant trainers will generic skill points to be slotted.

Example:

It takes 5 days to conceive how to pick cotton better. You start the "cotton experiment" it can only occur where there is cotton. Others can even join in and help you finish faster.

Now you pick cotton better than anyone else. You have Cotton-Master-1.

Now you can teach.

Your student starts a project "Learn Cotton Master 1" it takes a day to complete. But they cannot work on it since it requires Cotton-Master-1 as a tool to be able to work on it. You and other Cotton Masters are the only ones who can help this student get to Cotton Master 1"

(It's actually the ideal system for college students. The student in this case can be making a warbow while someone whispers cottony stuff to them. No tests. No Grade. No chance to not learn. If that isn't a departure from real life I don't know what is.)

"Cotton experiment" & "Learn Cotton Master 1" should produce much less cotton than just picking cotton.
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Postby new.vogue.nightmare » Mon Mar 15, 2004 8:53 pm

I do not exactly understand how that would exclude less experienced workers...
It's quite likely that I do not understand how projects progress, but I was under the impression that at the turn change, the game would update the progress of each project for each person working on it. If projects can progress more slowly because of poor health, why can there not simply be an increase to the progress accrued for skilled workers?
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Pirog
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Postby Pirog » Mon Mar 15, 2004 8:57 pm

Yeah, I'm with vogue on this one...a person with an axe can work on the same wood cutting project as someone trying to...hmmm...push (?) down the trees with their bare hands :)
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Postby boomhaeur » Mon Mar 15, 2004 9:05 pm

I prefer to hang from the branch and bounce.
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Postby new.vogue.nightmare » Mon Mar 15, 2004 9:10 pm

*crack*AIEEEEEEEEEEEEE!!!!!
Sicofonte wrote:SLURP, SLURP, SLURP...




<Kimidori> esperanto is sooooo sexy^^^^
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Postby Meh » Mon Mar 15, 2004 9:34 pm

That is just the limitation with going in the no coding direction.

If a project requires a trowel and your helping someone but do not have a trowel your help doesn't help. Logically you could hand them the stone or whatever and they could use the trowel but that is not how it works in Cantr currently. If the project requies a tool (skill) you need that tool (skill) to help.

For resources gathering projects only your best tool is used. If you know the "hanging from a limb bouncing" woodcutting technique it will not help you if you already have a axe. But at the same time your friend can bounce up in the tree while you work with the axe on the same project.
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Postby kroner » Mon Mar 15, 2004 9:48 pm

so with skills which only improve efficiency, like tools for resource gathering projects, it would still work to have some one with more skill work with someone wiht less skill, right?
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Postby Meh » Mon Mar 15, 2004 10:07 pm

Yes. Skills which only improve efficiency, like tools for resource gathering projects, would still work to have some one with more skill work with someone wiht less skill.

I meant only to point out the machine usage. If your crushing something at a high skill level, people with a low skill level would only get you hurt so cannot partipate on the same project.

Combat would be like an efficency improvement. It would not improve you use of a weapon. It would be another weapon for you to choose from. One that could not be taken away. Sheilds as well. If you have a better shield than "wax the car" then it would be choosen.

And again there is the opprunity for meta projects like teaching and book making.

Another scenario. If you wanted to provide a skill to a specific region. Thacht Hut for instance. Everyone in a location would get the skill and the ability to teach it. If the skill is not transferred and the last person dies the skill is lost.

Steel making was lost and found several times. Concrete making as well. Certain styles of clothes can only be recreated with great effort even with modern equipment.

But I'm going to far...

A better way to pick cotton by hand and see how that goes...

There is a method of fishing where you put both hands and face into the water and guide the fish to your mouth to catch it in your teeth...

Some cooks can cook faster... Some cooks can cook better...

Instead of saying that all wool clothes look like junk there could be different skills.

I did it again didn't I?

Oh well...
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Pirog
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Postby Pirog » Mon Mar 15, 2004 10:59 pm

Meh>

I would like three different versions of every peace of clothing, where the difference would be the time put into it and in some cases the amount of resources. (perhaps even tools needed.)

The lowest "class" would be "simple"...nothing really changing in the description except the word simple before it....the middle class wouldn't need a description since it is an ordinary peace of clothing...and the third and best class would be "fine"
But wait...that's really not what this topic is about...
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Postby Meh » Tue Mar 16, 2004 4:26 pm

Yeah. Just put this over in "suggestions for clothes". The resource department will think about it.

There has been talk of too many entries to mantain. Not for clothes in particular just in general.
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Mitch
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Postby Mitch » Tue Mar 16, 2004 9:17 pm

I believe certain aspects should be implemented. I.E. intelligence, wisdom, and charisma (guess who plays D&D) shouldn't be involved at all. These are human traits specific of each player and how they wish to have their characters behave and evolve over time. Constitution, dexterity, and strength on the other hand should be on a sliding scale. A man who spends his days digging stone with his bare hands will be more strong than a man who digs with a pick ax or sits in an office all day. If someone goes from having to do manual labor everyday to just sitting around in an office their strength should decrease. Likewise with dexterity. If someone practices swordplay often and does a lot of traveling their legs and balance will grow stronger. Constitution is somewhat tied to strength but on another level no one is bullet proof, no matter how strong they are.
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Postby Meh » Tue Mar 16, 2004 9:27 pm

That would be another problem with using skill objects. They cannot be taken away without programming. That system is limited to the technique of doing something.

But I agree on the no intelligence, wisdom, and charisma. Very difficult to get people to remember that they should like someone even if they as a player are not very convincing.

As for physical trait improvement, weakness due to age needs to be added first. Then from there there would be a sliding scale.
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Postby g1asswa1ker » Tue Mar 16, 2004 9:29 pm

Mitch wrote:I believe certain aspects should be implemented. I.E. intelligence, wisdom, and charisma (guess who plays D&D) shouldn't be involved at all. These are human traits specific of each player and how they wish to have their characters behave and evolve over time. Constitution, dexterity, and strength on the other hand should be on a sliding scale. A man who spends his days digging stone with his bare hands will be more strong than a man who digs with a pick ax or sits in an office all day. If someone goes from having to do manual labor everyday to just sitting around in an office their strength should decrease. Likewise with dexterity. If someone practices swordplay often and does a lot of traveling their legs and balance will grow stronger. Constitution is somewhat tied to strength but on another level no one is bullet proof, no matter how strong they are.


totelly agrees but wouldn't that change be major?
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berserk9779
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Postby berserk9779 » Wed Mar 17, 2004 4:44 pm

I think that working with a more experienced player should be allowed AND convenient. If you are a perfect noob and work with the master of the masters at hematite crushing you should lern much faster than working alone (also if the master may want to keep all the hematite for himself or charge you to allow your presence in his workplace)

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