Underneath Cantr

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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Zisrith
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Underneath Cantr

Postby Zisrith » Fri Jan 22, 2010 7:37 am

Underground towns, bunkers, tunnels, and caves, all would make nifty additions to the game. Bunkers would work like buildings and would be built above ground and lead underground, requiring a shovel/trowel and a lot of free time. Caves could be natural formations found in some areas that lead to underground caverns that are similar to buildings, a limited amount of space due to being an enclosure although a much higher limit than a normal building. Tunnels of course would work exactly like roads for traverse in between caverns, though they should be much longer.
I've always dreamed of having my own Cantr City of Ember :)
Those who live by the sword get shot by those who don't.
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Piscator
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Postby Piscator » Fri Jan 22, 2010 11:47 am

If you want to have a bunker, build a house and then add a room and call it cellar. Nobody says that rooms have to be on the same level.

As for the other things, it is probably to late to add geological features like caves and even if we would, what would be their purpose except provinding some locations with free rooms? It seems like an awful lot of work and a source of artifical imbalances for little gain.

It's more or less the same with tunnels, although it would be cool if you could connect two separate buildings that way.
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catpurr
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Postby catpurr » Fri Jan 22, 2010 12:56 pm

A cave would in effect be just one preexisting "natural", unlockable building

I think for newly colonizing areas this might be of use, but for developed regions ...

I'd love however to see some possibility to generate a) indoor food, b) ressources like stone (think of a hole in the floor), this way you could create your own "underground" cities, mostly locked away from the outside. Think of a hall in a hall in a hall, with each door locked to make it close to impossible to break in (and make a patrol from time to time) and then you spread a whole hall system from there.
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Postby catpurr » Fri Jan 22, 2010 1:03 pm

Also to add about tunnels, I'd love to see some possibility to go anti-hierachical in buildings.

Room A connects to B and D
Room B connects to C
Room C connects to D.

Currently impossible, everbuilding *must* be a "tree". and I for one hate hierachical structures. They are soooo 2009.
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Pilot
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Postby Pilot » Fri Jan 22, 2010 1:23 pm

I know of an underground world, with caves, rivers, plains, valleys and constructions that connects directly to hell :wink:
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SekoETC
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Postby SekoETC » Fri Jan 22, 2010 1:55 pm

Since houses are locations, who's to say they couldn't have connections in the connections table? Although with the current mechanics, traveling down a connection would take at least one travel tick, but if it was about passages between rooms, travel could be instantaneous. It would just need to check that the start and end are not outdoors locations. Although who's to say one couldn't be, if it was about a tunnel? Mining is one of the coolest things in FTO but I think they also have a hierarchical system rather than a grid, since we tried to build a round tunnel and it didn't connect even though we dug a full circle (or octagon, actually).
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catpurr
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Postby catpurr » Fri Jan 22, 2010 2:27 pm

To make a concrete suggestion:

New project: "Connection"
* Build Connection, uses stone in stone buildings, wood in wooden and so on.
* A connection project has to be built from *both* sides (cannot to be (mis)used to break in anywhere! This rule should keep balance-issues away)
* When you create a new connection, you will be hand an item a "connection construction plan" after initating the project.
* This plan can be used to create the second side of the connection in any houes/room in the same city (requiring the approperiate ressources there) (no travelling for now, lets keep it simple can we?)
* Once a connection is complete, it looks just like a door in the buildings UI. (a created connection is as indestructable as rooms/buildings are)
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Postby Piscator » Fri Jan 22, 2010 3:07 pm

Could it perhaps be made so, that a connection can only be built to a room that has been dynamically named by the project starter? This would also allow breaking into other people's properties, if that location is known to the project starter. To avoid making such things too easy, "you hear somebody digging a tunnel" messages could be generated at the target location.

Creating custom passages between rooms would by the way require to change the way locks work. Instead of being the property of a room, locks would have to be assigned to certain doors.
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Andu
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Postby Andu » Fri Jan 22, 2010 5:55 pm

I like this.
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
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Zisrith
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Postby Zisrith » Fri Jan 22, 2010 10:17 pm

I doubt that overpopulation would ever be an issue again with that much space added though, and the sudden appearance of underground areas could be easily explained by the sudden 'invention' of a new digging tool, or a weather anomaly that causes mudslides and uncover natural caves. I think it would be worth the effort put into it
Those who live by the sword get shot by those who don't.

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