Pulling things from place to place

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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snm2001
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Pulling things from place to place

Postby snm2001 » Wed Jul 29, 2009 7:54 pm

what if we can pull an ajustable amount from a large stack instead of making trips back and forth from one room to the next?.. like when you pick things up you have a choice on how much you pick up, how about having a choice on how much you decide to pull?
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Arenti
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Postby Arenti » Wed Jul 29, 2009 8:07 pm

I really like this idea.
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Dudel
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Re: Pulling things from place to place

Postby Dudel » Wed Jul 29, 2009 10:30 pm

snm2001 wrote:what if we can pull an ajustable amount from a large stack instead of making trips back and forth from one room to the next?.. like when you pick things up you have a choice on how much you pick up, how about having a choice on how much you decide to pull?


Provided you get an event that CLEARLY states not ALL of the recourse was pulled... I.E "You see Person drag SOME <item> from a pile."


...or something like it.
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Chasing Dingoes
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Postby Chasing Dingoes » Wed Jul 29, 2009 11:31 pm

So does storage items (a barrow) have to empty to drag?
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Sunni Daez
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Postby Sunni Daez » Thu Jul 30, 2009 1:15 am

Seems to me this was discussed before, and there was a reason it couldn't be done.. programing thing maybe? hmm.. course , I could just be being stupid...
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Comy
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Postby Comy » Thu Jul 30, 2009 2:45 am

I might be (/am probably) misremembering, but I think it was rejected so it wouldn't make things too easy for thieves/pirates.
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snm2001
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Postby snm2001 » Thu Jul 30, 2009 3:56 am

reconsider?.. it would benefit more people that it would hurt wouldnt it?.. I've been moving resources lately by the 100s of kilos.. I spam the page with running back and forth and its killing me
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Sunni Daez
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Postby Sunni Daez » Thu Jul 30, 2009 5:35 am

well pulling stuff will spam just as much I fear... well almost.. depending on how strong you are.

I found this...
DELGRAD wrote:Already has been suggested.
Will post link if I can find it.

http://www.cantr.net/forum/viewtopic.php?t=12310
http://www.cantr.net/forum/viewtopic.php?p=236572
Specifically the last post in the second link.
The problem with any partial dragging (either selection of amount to drag, or dragging all you can) is that the initial pile of resources can change its state in numerous ways - people can add to it, take things from it , projects can complete and end up adding to it, it can be dragged by others and outside a lot of resources can rot during the day.


ok those links don't seem to work.

http://forum.cantr.org/viewtopic.php?t=12807
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Peanut
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Postby Peanut » Thu Jul 30, 2009 6:50 am

Have wheelbarrows that improve the resource dragging amount been implemented yet?

And I'm all for this idea.
Moving resources around is the biggest time waster for any town leader/trader. It's really annoying how it takes so many clicks.
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snm2001
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Postby snm2001 » Thu Jul 30, 2009 7:23 am

Thank you Peanut :D
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Peanut
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Postby Peanut » Thu Jul 30, 2009 7:28 am

Resource management has always been my pet peeve.
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SekoETC
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Postby SekoETC » Thu Jul 30, 2009 8:28 am

Pile splitting was rejected earlier because large amounts are meant to be difficult to transport. It would make more sense if dragging projects slowly made progress on the project tick even if you couldn't move it instantly. That would also allow a single person to get fresh corpses out if they dedicated hours to it. I'm pretty sure I could push or pull sixty kilos IRL even if I couldn't pick it up.
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Peanut
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Postby Peanut » Thu Jul 30, 2009 8:53 am

SekoETC wrote:Pile splitting was rejected earlier because large amounts are meant to be difficult to transport. It would make more sense if dragging projects slowly made progress on the project tick even if you couldn't move it instantly. That would also allow a single person to get fresh corpses out if they dedicated hours to it. I'm pretty sure I could push or pull sixty kilos IRL even if I couldn't pick it up.


Why not introduce tiredness when dragging then?

If we implement a drag amount for dragging resources and tiredness on dragging then people couldn't drag unlimited resources around but could still enjoy the ease of dragging with a single click.
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SekoETC
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Postby SekoETC » Thu Jul 30, 2009 11:12 am

If I'm not completely mistaken, dragging also gives people tiredness, just such a small amount that it doesn't really make a difference. And allowing people to drag piles is about convenience rather than speed. If only it was possible to have projects that didn't advance on ticks, you'd just check that okay, this was started time X and with this amount of strength applied, it will take Y minutes, then every time the percentage is viewed, it would check if enough time has passed and calculate new percentage based on that. If people joined or left the project or if their stats such as tiredness changed, it would count the average force and re-calculate the time it takes to be completed.
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