Kids Go Wacky For Tabaccy
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Basilen
- Posts: 11
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Kids Go Wacky For Tabaccy
I think it might be a good idea for making a new recource Tabacco then for all your trouble starting characters can light up a smoke once in a while. It would be added to what people see like You see a man in his fourties smoking a big ass cigar... You would smoke it for a day so for a day people would see you smoking. Sence Cantr is not real life it probally wouldn't take you strength away becuase then no one would do anything with a recource that hurts you. It may add some personality to your characters. Great also for those island dictators.
- griogal
- Posts: 308
- Joined: Fri Jul 18, 2003 1:30 pm
- Location: The Wilds
Shouldn't we start with some boooze being implemented....beer (I'm a Belgian...), whisky (....with Scottish sympathies...), wine (....and don't forget my Burgundian lifestyle)....before something as nasty as tobacco.
The other day in some other thread, people were talking about sex and minors....what about addictions and minors?
IMHO
Nae difference....
The other day in some other thread, people were talking about sex and minors....what about addictions and minors?
IMHO
Nae difference....
"America is the only country that went from barbarism to decadence without civilization in between. "
Oscar Wilde (1854 - 1900)
Oscar Wilde (1854 - 1900)
- Anthony Roberts
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- Location: Chatham, Ontario, Canada
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Siphersh
- Posts: 77
- Joined: Wed Apr 07, 2004 8:36 pm
- Location: Hungary
I don't know how to make cigars. I am a newbie here, and I haven't seen anything like "cigars" in the manufacturing list in the game.
But... anyway, yes, there is another topic on cigars, one on beer, and one on coffee. Which drugs are these? Well, all of us know them, these are magic trinity of drugs in our culture. Therefore, I think it is just appropriate, that we begin with these three. Tobacco is already intoduced, if Anthony is not mistaken on that.
Is this something good? Well, if we are not mentally stuck in our concept of drugs being a cultural taboo, then it should not be seen in an other way than any other social phenomenon.
I see absolutely no problem with cigar causing health problems. If it wouldn't, that would suggest the wrong message, I think.
I really don't think that addiction should be coded, though. The only really severe physical withdrawal symptom among these three is the acohol-withdrawal. But it would be rather depressing to have coded rules for agonizing alchoholics. I think, addiction can be played out, if someone feels the need to.
The problem with tobacco is that it is one of the most addictive drugs, and thus tobacco production, trafficing and use tends to influence, or partially determine the social life. Now, this is impossible to simulate in Cantr, for the psychoactive effect are vital for tobacco to make cultural difference. So, anything comes out from this drug-business, that will not in any means be some kind of simulation of reality. Well, that's why Cantr is titled an experiment (and game), and not a simulation. Things are different here. I wonder what effect drugs can have on Cantr.
Btw, can you smoke a cigar in Cantr? I cannot really imagine how this can be supported by the usual gaming framework. How can I tell, if someone is smoking or not? In his description? Activities do not change the description. Is there a timer which produces an event when the cigar is smoked up? That would be also unprecedented, isn't it?
With drinking alkohol or coffe, you don't have this problem.
But... anyway, yes, there is another topic on cigars, one on beer, and one on coffee. Which drugs are these? Well, all of us know them, these are magic trinity of drugs in our culture. Therefore, I think it is just appropriate, that we begin with these three. Tobacco is already intoduced, if Anthony is not mistaken on that.
Is this something good? Well, if we are not mentally stuck in our concept of drugs being a cultural taboo, then it should not be seen in an other way than any other social phenomenon.
I see absolutely no problem with cigar causing health problems. If it wouldn't, that would suggest the wrong message, I think.
I really don't think that addiction should be coded, though. The only really severe physical withdrawal symptom among these three is the acohol-withdrawal. But it would be rather depressing to have coded rules for agonizing alchoholics. I think, addiction can be played out, if someone feels the need to.
The problem with tobacco is that it is one of the most addictive drugs, and thus tobacco production, trafficing and use tends to influence, or partially determine the social life. Now, this is impossible to simulate in Cantr, for the psychoactive effect are vital for tobacco to make cultural difference. So, anything comes out from this drug-business, that will not in any means be some kind of simulation of reality. Well, that's why Cantr is titled an experiment (and game), and not a simulation. Things are different here. I wonder what effect drugs can have on Cantr.
Btw, can you smoke a cigar in Cantr? I cannot really imagine how this can be supported by the usual gaming framework. How can I tell, if someone is smoking or not? In his description? Activities do not change the description. Is there a timer which produces an event when the cigar is smoked up? That would be also unprecedented, isn't it?
With drinking alkohol or coffe, you don't have this problem.
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Meh
- Posts: 2661
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- Location: Way away from TRUE staff abuse
You haven't missed anything.
At this time entries exist for these things but the resource department had not put them in a state you could use them in.
Similiar to the tale of the "gun" from over a real year ago (near Olip wasn't it?).
Not everything that they enter gets to the game. And if I had to guess they're waiting for programming on something.
I'd guess it would work like clothes. In that it would be visible but not keep you from working or travelling. But unlike clothes it would get used up like food or something. Then there is the health effects you mention which are not there which may be another reason.
Maybe these things could be a reverse healing food with a message for everyone around.
At this time entries exist for these things but the resource department had not put them in a state you could use them in.
Similiar to the tale of the "gun" from over a real year ago (near Olip wasn't it?).
Not everything that they enter gets to the game. And if I had to guess they're waiting for programming on something.
I'd guess it would work like clothes. In that it would be visible but not keep you from working or travelling. But unlike clothes it would get used up like food or something. Then there is the health effects you mention which are not there which may be another reason.
Maybe these things could be a reverse healing food with a message for everyone around.
- Bowser
- Posts: 1201
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- Location: Washington, D.C.
Meh wrote: Similiar to the tale of the "gun" from over a real year ago (near Olip wasn't it?).
Urza, the one that created resources, from thin was killed in Olipifirovash Forest. He (or a respawned character of his) is the one that said a different man was on his way to the forest with a gun.
Ever heard the well known phrase... "Don't kill the messanger", well I guess the Clans never heard that saying.
Another man claimed to have dinamite and knew how to pick locks with diamonds. He handed over his diamonds but would not produce one gram of this explosive. He had to be killed so the item could be attained. He didn't have any.
These deaths had IC implications and were not done for OOC reasons.
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Gunther_01
- Posts: 68
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- Location: Brisebane, Australia
- Contact:
In reguards to tobacco and caffien withdrawl symptoms.
If you constantly smoke cigars then your character becomes addicted.
Now of course the cigar is harming his body, so he'll be losing streangth slowly, say 1% strength per day.
When he stops smoking for a day, with drawl symptoms kick in. These could last for about two or three days.
***********
He seems to be suffering from withdrawl symptoms and is in his twenties
***********
His strength will decrease relativley rapidly, but will never kill him, then will go up a bit again.
Caffien would have the same effect, exept that caffiene wouldn't cause bodily harm, but the withdrwal symptoms would still be there.
Now you guys are talking about the caffien addiction, but what would really be interesting to see in game is the hangover, and the drunkeness itself.
Now I could imagine that any alcoholic beverage in the game would be a healling food (I can't see it having any other use.) This would controll the amount of alcohol that you consume.
Now suppose that you had to heal 5% strength. Mothing much would happen to you.
But suppose that you needed to heal 50% strength. The strength would return to normal, but your speed would decrease, increasing the time that it takes projects to become complete. The speed doesn't effect your strength when attacking.
After about half a day of this, the hang over kicks in. Your strength reduces to somewere between full, and what it was before you healed yourself with the alcohol, To be slowly increased over a matter of days.
***********
He seems to be drunk and is in his twenties
He is in his twenties and appears to have a hangover.
***********
I think that this could be fun
[/i]
If you constantly smoke cigars then your character becomes addicted.
Now of course the cigar is harming his body, so he'll be losing streangth slowly, say 1% strength per day.
When he stops smoking for a day, with drawl symptoms kick in. These could last for about two or three days.
***********
He seems to be suffering from withdrawl symptoms and is in his twenties
***********
His strength will decrease relativley rapidly, but will never kill him, then will go up a bit again.
Caffien would have the same effect, exept that caffiene wouldn't cause bodily harm, but the withdrwal symptoms would still be there.
Now you guys are talking about the caffien addiction, but what would really be interesting to see in game is the hangover, and the drunkeness itself.
Now I could imagine that any alcoholic beverage in the game would be a healling food (I can't see it having any other use.) This would controll the amount of alcohol that you consume.
Now suppose that you had to heal 5% strength. Mothing much would happen to you.
But suppose that you needed to heal 50% strength. The strength would return to normal, but your speed would decrease, increasing the time that it takes projects to become complete. The speed doesn't effect your strength when attacking.
After about half a day of this, the hang over kicks in. Your strength reduces to somewere between full, and what it was before you healed yourself with the alcohol, To be slowly increased over a matter of days.
***********
He seems to be drunk and is in his twenties
He is in his twenties and appears to have a hangover.
***********
I think that this could be fun
TRAMAPOLINE!!!! TRAMAPOLINE!!!
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avi messika
- Posts: 116
- Joined: Sun Oct 31, 2004 11:46 pm
sorry to revive this thread, but the tobacoo wood need to be cured. over a firepit perhaps.
say. for every 250 grams of cured tobacco you would need 500 grams of wood and 250 tobacco leaves to use with it on a fire pit, then after a day on the fire pit, the tobacco leaves would then be put on a drying rack to dry. The result would be cured tobacco leaves. Then 250 grams of cured tobacco leaves would be ground up into cured tobacco.
there could be several options for smoking it, from a pipe, (50 grams of wood, to be made with a pipe mold,(don't know how much rubber or wood it should be made with.) or from a cured tobacco leaf(cigars and cigarillos.)
every 1 cured tobacco leaf could wrap 10 grams of cured tobacco to make a cigar. (cigarillos could be made from 5 grams of cured tobacco, but would have less of an effect.)
SO...
250 g tobacco leaves + 500 g wood (on a firepit)>250 grams of partially cured tobacco leaves(on a drying rack)> 250 grams of cured tobacco leaves(ground with a mortar and pestle, or any kind of grinder)>250 grams of ground tobacco.
now comes the issue of lighting it. here is my proposal.
2 kinds of lighters:
metal (refillable)
and rubber, (i don't think plastic is available)(temporary)
the metal would take:
10 grams of steel
100 grams of iron
30 grams of gas. (30 grams of gas good for 30 lights, but more could be put in, max of 30 grams.)
50 grams of rubber
Be made with:
Screwdriver
and take:
3 days to make.
the rubber would take:
10 grams of iron
30 grams of gas. (same as above, only not refillable)
250 grams of rubber
Be Made with:
Screwdriver
and take:
1 day to make
Tobacco could have a temporary effect such as being able to hit animals or people at 110%, but this would only last for a short time, and each turn would go down one percent. Cigars and pipes would add 10% to your max strength, and cigarillos would add 5% and would therefore finish quicker, however, the negative effects would also come into play, every two turns taking off one health percentage. That way it has enough of a positive effect to make demans, but it will make people think twice.
hope you like my addition to this proposal, as you can see, I talked about it a lot.
say. for every 250 grams of cured tobacco you would need 500 grams of wood and 250 tobacco leaves to use with it on a fire pit, then after a day on the fire pit, the tobacco leaves would then be put on a drying rack to dry. The result would be cured tobacco leaves. Then 250 grams of cured tobacco leaves would be ground up into cured tobacco.
there could be several options for smoking it, from a pipe, (50 grams of wood, to be made with a pipe mold,(don't know how much rubber or wood it should be made with.) or from a cured tobacco leaf(cigars and cigarillos.)
every 1 cured tobacco leaf could wrap 10 grams of cured tobacco to make a cigar. (cigarillos could be made from 5 grams of cured tobacco, but would have less of an effect.)
SO...
250 g tobacco leaves + 500 g wood (on a firepit)>250 grams of partially cured tobacco leaves(on a drying rack)> 250 grams of cured tobacco leaves(ground with a mortar and pestle, or any kind of grinder)>250 grams of ground tobacco.
now comes the issue of lighting it. here is my proposal.
2 kinds of lighters:
metal (refillable)
and rubber, (i don't think plastic is available)(temporary)
the metal would take:
10 grams of steel
100 grams of iron
30 grams of gas. (30 grams of gas good for 30 lights, but more could be put in, max of 30 grams.)
50 grams of rubber
Be made with:
Screwdriver
and take:
3 days to make.
the rubber would take:
10 grams of iron
30 grams of gas. (same as above, only not refillable)
250 grams of rubber
Be Made with:
Screwdriver
and take:
1 day to make
Tobacco could have a temporary effect such as being able to hit animals or people at 110%, but this would only last for a short time, and each turn would go down one percent. Cigars and pipes would add 10% to your max strength, and cigarillos would add 5% and would therefore finish quicker, however, the negative effects would also come into play, every two turns taking off one health percentage. That way it has enough of a positive effect to make demans, but it will make people think twice.
hope you like my addition to this proposal, as you can see, I talked about it a lot.
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Revanael
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- Joined: Mon Apr 05, 2004 7:15 pm
- kroner
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- Location: new jersey...
I don't think negative effects are necessary. when smoking hurts characters in games, it's kind of funny, but not really realistic. obviously smoking hurts you, but not in a lost hp sort of way. i mean there's no way in cantr you can increase someones likelihood of developing lung cancer. i think it would be fine if they had no effect and obviously it would save the programming department some trouble.
DOOM!
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Revanael
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The Industriallist
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Lumera
- Posts: 118
- Joined: Sat Sep 18, 2004 1:59 am
Does tobacco necessarily have to be bad? Hey, maybe burning it could prevent malaria or something when diseases become more of a problem; keep those pesky mosquitos away.
Though as a negative side effect maybe it could repress your appetite enough so that you only feel like eating once every few days, that way you'd loose a little health, but it wouldn't go overboard with the damage.
Though as a negative side effect maybe it could repress your appetite enough so that you only feel like eating once every few days, that way you'd loose a little health, but it wouldn't go overboard with the damage.
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avi messika
- Posts: 116
- Joined: Sun Oct 31, 2004 11:46 pm
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NetherSpawn
- Posts: 114
- Joined: Tue Jul 27, 2004 1:27 am
I like the idea of cigars solely as a prestige item. Their use would imply dramatic wealth. Of course, I doubt anyone would smoke them, however, so they'd be largely irrelevant. I also wouldn't mind them as a healing food, however.
Caffeinated beverages should be the ones to put you over 100% strength, or some sort of high-performance, not recreational, drug. You could heal, but then lose half that life each day for 3 days, reducing you to below your original strength. This would be incredibly powerful in combat. Even 110-120% strength would let you do a lot more hurting, since the extra damage would be over the opponents' shields.
Caffeinated beverages should be the ones to put you over 100% strength, or some sort of high-performance, not recreational, drug. You could heal, but then lose half that life each day for 3 days, reducing you to below your original strength. This would be incredibly powerful in combat. Even 110-120% strength would let you do a lot more hurting, since the extra damage would be over the opponents' shields.
"We will change our world forever. You will handle the arrangements."
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