Resource system redesign (Arlequin's suggestion)

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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N-Aldwitch
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Postby N-Aldwitch » Thu May 31, 2007 12:53 pm

Hehehe lol.. I did have an imagination.

... or I was just a bad liar. :P


edit: Wow, I was really, really hated. I had completely forgotten. Does anyone still hold those grudges against me? Could you PM me if you do? :oops:

edit edit: Back on topic now I guess. :P
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."


http://www.sylorn.com - Free MMORPG in development.. need help.
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Jur Schagen
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Postby Jur Schagen » Tue Jun 12, 2007 10:32 am

Liljum wrote:Life is hard as it is.


You gotta be kidding... life may be hard in some wilderness regions, its terribly easy everywhere else.
KEEPER: What is the air-speed velocity of an unladen swallow?
ARTHUR: What do you mean? An African or European swallow?
KEEPER: What? I...I don't know that! Auuuuuuuugh!

check out: www.myspace.com/fredlesshuh
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N-Aldwitch
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Postby N-Aldwitch » Tue Jun 12, 2007 10:56 am

Jur Schagen wrote:
Liljum wrote:Life is hard as it is.


You gotta be kidding... life may be hard in some wilderness regions, its terribly easy everywhere else.


He is.


..I hope.


Life is easy.
Advancing life to the technological stage is hard.
Advancing beyond that (ie creating governments) is very hard.
Anything beyond that is in the realm of solo-impossibility.
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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Arlequin
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Postby Arlequin » Thu Oct 09, 2008 1:10 pm

(up)

I still think that resource slots should be unlimited.

The code should interpret a location that currently has 10 resource slots and cotton (100 grams per day) as a location that will produce 1000 cotton grams per day maximum (100 grams maximum per worker). So, if there are 20 workers, they'll gather 50 grams each.
♫ bling! ♫
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joo
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Postby joo » Thu Oct 09, 2008 8:01 pm

I think the solution to balance out depletable (or at least partially depletable) resources it rather obvious: the resources that are taken from locations still exist, they're just used to make things, or broken down into new components, and in a lot of cases these can be fairly easily reclaimed IRL. To balance it out, basically, we should implement recycling first. Once people are able to take back what they have used to make tools, machines, clothes, jewellery, or even possibly buildings, then it can be made that new resources taken from the ground are limited in more ways than just gathering slots.

Some of the first steps have already been taken:
  • Keys can be reclaimed to get 10 grams of iron back.
  • Buildings and vehicles can be renamed and thus repurposed
Now, there needs to be more for recycling to become a reality:
  • Notes, even uneditable ones, and envelopes can be destroyed or recycled to make a new blank note, or maybe pulp, or even possibly used as a fuel.
  • Buildings are damaged every time a lock is broken. Possibly later there can be siege weapons which do instant damage to a building, but need ammunition to made as separate objects.
  • Composite items can be broken back down to their separate components with the tools used to make them. This should take maybe three times as long as making them. Also, when an item goes beyond "crumbling" a portion of its resources should be left behind.
  • Items can be utterly destroyed by a large pounding tool and a platform made of a stronger material (i.e. bone, wood < stone < bronze < iron < steel < titanium?). The project progressively does damage to the item's condition basically. Possibly metal items would require a welding tool to break down or destroy.
  • The less people, buildings, vehicles, etc present in a location and the more wildlife, the faster its natural regeneration rate is. The rationale basically is that when the ecoloogy of a location is allowed to naturally flourish, remains will decay, microbes will process minerals, etc, and this will lead to more natural resources being generated. I am of course speaking on a very long-term scale, so maybe the ticks for this should only be made every game year or so.
  • Organic resources, animal and human remains and by-products (such as dung) can be composted and fed to the land to reinforce its level of resource availability. Maybe a one-per-location contain called a compost heap can be made which automatically "eats" resources put into it at a constant rate and uses this feed the land.

Wow, that list got longer than I expected. Well, these are all random ideas I haven't presented them in a very logical form, but maybe they'll help stimulate the discussion. My main point is that it should be possible to live sustainably as well as desructively.
JustABill
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Postby JustABill » Sun Oct 26, 2008 4:01 pm

I find myself agreeing with Joo, despite the fact that he probably just killed one of my characters (just a guess)
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joo
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Postby joo » Mon Oct 27, 2008 12:52 am

JustABill wrote:I find myself agreeing with Joo, despite the fact that he probably just killed one of my characters (just a guess)


lol well even if I did it's no reason to disagree with my suggestion as a player.

(If you are correct about it being my character, you can't really complain since your character was given ample opportunity to submit. If you wanted to play a character who'd rather die than have nothing, then that was going to happen sooner or later).

edit: unless you're talking about the character who was killed before then. In that case it was because she was alone, and a sleeper and thus an easy target.

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